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Third Person Cover Shooter
1.6
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Continuously checks the situation. More...
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... | |
Continuously checks the situation.
If the AI is in danger makes a call for backup.
| void CoverShooter.AIBackupCall.OnAlarmed | ( | ) |
Registers the fact that the AI has seen an enemy or is fleeing.
Initiates call checks.
| void CoverShooter.AIBackupCall.OnCallMade | ( | ) |
Registers an event that the call animation has finished and executes the script.
| void CoverShooter.AIBackupCall.OnFoundFriend | ( | Actor | friend | ) |
Notified of a nearby friend.
Increases the counter.
| void CoverShooter.AIBackupCall.OnLostFriend | ( | Actor | friend | ) |
Notified of a friend going away.
Decreases the friend counter.
| void CoverShooter.AIBackupCall.OnSeeActor | ( | Actor | actor | ) |
Registers a visibility of a friend.
| void CoverShooter.AIBackupCall.OnUnseeActor | ( | Actor | actor | ) |
Registers a friend dissapearing out of sight.
| actor |
| AICall CoverShooter.AIBackupCall.Call = AICall.Default() |
Target object and a message sent during a call.
| float CoverShooter.AIBackupCall.CheckDuration = 2 |
Time in seconds to keep checking the number of friends before making the call.
| float CoverShooter.AIBackupCall.CheckSpacing = 10 |
Time in seconds to wait after a call before returning to checking again.
| float CoverShooter.AIBackupCall.FirstCheckDelay = 3 |
Time in seconds after alerts before the number of friends is first being checked.
| int CoverShooter.AIBackupCall.FriendCount = 0 |
A call is triggered if the number of nearby friends is equal or lower than this value.
| int CoverShooter.AIBackupCall.MaxLevelCount = 6 |
Do not call if the whole level contains enough friends already.
Distance is ignored.
| bool CoverShooter.AIBackupCall.OnlyCallInCover = true |
Should the AI only call when in cover.