Third Person Cover Shooter  1.6
CoverShooter.AIBackupCall Class Reference

Continuously checks the situation. More...

Inheritance diagram for CoverShooter.AIBackupCall:
CoverShooter.AIBase

Public Member Functions

void OnAlarmed ()
 Registers the fact that the AI has seen an enemy or is fleeing. More...
 
void OnCallMade ()
 Registers an event that the call animation has finished and executes the script. More...
 
void OnFoundFriend (Actor friend)
 Notified of a nearby friend. More...
 
void OnLostFriend (Actor friend)
 Notified of a friend going away. More...
 
void OnSeeActor (Actor actor)
 Registers a visibility of a friend. More...
 
void OnUnseeActor (Actor actor)
 Registers a friend dissapearing out of sight. 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

AICall Call = AICall.Default()
 Target object and a message sent during a call. More...
 
bool OnlyCallInCover = true
 Should the AI only call when in cover. More...
 
int FriendCount = 0
 A call is triggered if the number of nearby friends is equal or lower than this value. More...
 
float FirstCheckDelay = 3
 Time in seconds after alerts before the number of friends is first being checked. More...
 
float CheckDuration = 2
 Time in seconds to keep checking the number of friends before making the call. More...
 
float CheckSpacing = 10
 Time in seconds to wait after a call before returning to checking again. More...
 
int MaxLevelCount = 6
 Do not call if the whole level contains enough friends already. More...
 

Detailed Description

Continuously checks the situation.

If the AI is in danger makes a call for backup.

Member Function Documentation

◆ OnAlarmed()

void CoverShooter.AIBackupCall.OnAlarmed ( )

Registers the fact that the AI has seen an enemy or is fleeing.

Initiates call checks.

◆ OnCallMade()

void CoverShooter.AIBackupCall.OnCallMade ( )

Registers an event that the call animation has finished and executes the script.

◆ OnFoundFriend()

void CoverShooter.AIBackupCall.OnFoundFriend ( Actor  friend)

Notified of a nearby friend.

Increases the counter.

◆ OnLostFriend()

void CoverShooter.AIBackupCall.OnLostFriend ( Actor  friend)

Notified of a friend going away.

Decreases the friend counter.

◆ OnSeeActor()

void CoverShooter.AIBackupCall.OnSeeActor ( Actor  actor)

Registers a visibility of a friend.

◆ OnUnseeActor()

void CoverShooter.AIBackupCall.OnUnseeActor ( Actor  actor)

Registers a friend dissapearing out of sight.

Parameters
actor

Member Data Documentation

◆ Call

AICall CoverShooter.AIBackupCall.Call = AICall.Default()

Target object and a message sent during a call.

◆ CheckDuration

float CoverShooter.AIBackupCall.CheckDuration = 2

Time in seconds to keep checking the number of friends before making the call.

◆ CheckSpacing

float CoverShooter.AIBackupCall.CheckSpacing = 10

Time in seconds to wait after a call before returning to checking again.

◆ FirstCheckDelay

float CoverShooter.AIBackupCall.FirstCheckDelay = 3

Time in seconds after alerts before the number of friends is first being checked.

◆ FriendCount

int CoverShooter.AIBackupCall.FriendCount = 0

A call is triggered if the number of nearby friends is equal or lower than this value.

◆ MaxLevelCount

int CoverShooter.AIBackupCall.MaxLevelCount = 6

Do not call if the whole level contains enough friends already.

Distance is ignored.

◆ OnlyCallInCover

bool CoverShooter.AIBackupCall.OnlyCallInCover = true

Should the AI only call when in cover.


The documentation for this class was generated from the following file: