Third Person Cover Shooter
1.6
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Stores possible actions for the AI to take. More...
Public Member Functions | |
void | Execute (AIAction action) |
Executes the given action. More... | |
void | Execute (AIAction action, Vector3 position) |
Executes the given action targeted at a position. More... | |
void | Execute (AIAction action, Actor target) |
Executes the given action targeted at an actor. More... | |
void | ToStopActions () |
Catches a message that asks to end all actions. More... | |
void | OnFinishAction () |
Catches an animator message and passes it to the current action. More... | |
void | OnThrow () |
Catches a throw of a grenade and passes it to the current action. More... | |
void | ToStopMoving () |
Catches an AI command to stop moving. More... | |
void | OnFinishTakeCover () |
Registers that the AI has stopped running to cover. More... | |
void | OnFoundCover () |
Registers that the AI has began moving to cover. More... | |
Public Member Functions inherited from CoverShooter.AIBase | |
void | Message (string name) |
Sends a message to other components. More... | |
void | Message (string name, object value) |
Sends a message to other components. More... | |
Public Attributes | |
AIAction [] | Actions |
Array of possible actions. More... | |
Actor | Priority |
An actor that is prioritized over others when performing relevant actions. More... | |
float | AutoCooldown = 8 |
Time in seconds to wait after making another automatic action. More... | |
float | AutoDistance = 20 |
Distance at which the AI will consider other actors as target of an auto action. More... | |
bool | AutoAttackOnlyFromCover = true |
Should the automatic actions against enemies be performed when in cover. More... | |
bool | WaitForCoverActions = true |
If other AI components are taking cover, should the actions be delayed until they are finished. More... | |
float | CoverDelay = 2 |
Once the AI has taken cover, how many seconds to wait before considering an action. More... | |
float | Timeout = 4 |
If an action is being performed and it takes too long it will be cancelled. More... | |
Properties | |
bool | IsPerforming [get] |
Is there an action that is currently being performed. More... | |
AIAction | Active [get] |
Action currently being performed. More... | |
bool | HasAllyActions [get] |
Are there any actions that can target allies. More... | |
Stores possible actions for the AI to take.
Can automatically execute actions.
void CoverShooter.AIActions.Execute | ( | AIAction | action | ) |
Executes the given action.
Does not necessarily have to belong to the Actions list.
void CoverShooter.AIActions.Execute | ( | AIAction | action, |
Vector3 | position | ||
) |
Executes the given action targeted at a position.
Does not necessarily have to belong to the Actions list.
Executes the given action targeted at an actor.
Does not necessarily have to belong to the Actions list.
void CoverShooter.AIActions.OnFinishAction | ( | ) |
Catches an animator message and passes it to the current action.
void CoverShooter.AIActions.OnFinishTakeCover | ( | ) |
Registers that the AI has stopped running to cover.
void CoverShooter.AIActions.OnFoundCover | ( | ) |
Registers that the AI has began moving to cover.
void CoverShooter.AIActions.OnThrow | ( | ) |
Catches a throw of a grenade and passes it to the current action.
void CoverShooter.AIActions.ToStopActions | ( | ) |
Catches a message that asks to end all actions.
void CoverShooter.AIActions.ToStopMoving | ( | ) |
Catches an AI command to stop moving.
AIAction [] CoverShooter.AIActions.Actions |
Array of possible actions.
bool CoverShooter.AIActions.AutoAttackOnlyFromCover = true |
Should the automatic actions against enemies be performed when in cover.
float CoverShooter.AIActions.AutoCooldown = 8 |
Time in seconds to wait after making another automatic action.
float CoverShooter.AIActions.AutoDistance = 20 |
Distance at which the AI will consider other actors as target of an auto action.
float CoverShooter.AIActions.CoverDelay = 2 |
Once the AI has taken cover, how many seconds to wait before considering an action.
Actor CoverShooter.AIActions.Priority |
An actor that is prioritized over others when performing relevant actions.
float CoverShooter.AIActions.Timeout = 4 |
If an action is being performed and it takes too long it will be cancelled.
Some actions have no timeout.
bool CoverShooter.AIActions.WaitForCoverActions = true |
If other AI components are taking cover, should the actions be delayed until they are finished.
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get |
Action currently being performed.
Null if none.
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get |
Are there any actions that can target allies.
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get |
Is there an action that is currently being performed.