Third Person Cover Shooter  1.6
CoverShooter.AICopCall Class Reference

Creates a call event when the AI sees an enemy. More...

Inheritance diagram for CoverShooter.AICopCall:
CoverShooter.AIBase

Public Member Functions

void ToBecomeScared ()
 Registers that the AI is fleeing. More...
 
void OnCallMade ()
 Registers an event that the call animation has finished and executes the script. More...
 
void OnAlarmed ()
 Registers the fact that the AI has seen an enemy or is fleeing. 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

float CallChance = 0.7f
 A chance that a call will be made. More...
 
bool CanCallWhenFleeing = true
 Can the civilian make a call while fleeing the scene. More...
 
bool FleeAfterCall = true
 Will the AI flee after making a call. More...
 
float MinCallDelay = 4.0f
 Time in seconds after being alerted to make a call. More...
 
float MaxCallDelay = 5.0f
 Time in seconds after being alerted to make a call. More...
 
AICall Call = AICall.Default()
 Target object and a message sent during a call. More...
 

Detailed Description

Creates a call event when the AI sees an enemy.

Member Function Documentation

◆ OnAlarmed()

void CoverShooter.AICopCall.OnAlarmed ( )

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

Makes a random call check.

◆ OnCallMade()

void CoverShooter.AICopCall.OnCallMade ( )

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

◆ ToBecomeScared()

void CoverShooter.AICopCall.ToBecomeScared ( )

Registers that the AI is fleeing.

Member Data Documentation

◆ Call

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

Target object and a message sent during a call.

◆ CallChance

float CoverShooter.AICopCall.CallChance = 0.7f

A chance that a call will be made.

◆ CanCallWhenFleeing

bool CoverShooter.AICopCall.CanCallWhenFleeing = true

Can the civilian make a call while fleeing the scene.

◆ FleeAfterCall

bool CoverShooter.AICopCall.FleeAfterCall = true

Will the AI flee after making a call.

◆ MaxCallDelay

float CoverShooter.AICopCall.MaxCallDelay = 5.0f

Time in seconds after being alerted to make a call.

◆ MinCallDelay

float CoverShooter.AICopCall.MinCallDelay = 4.0f

Time in seconds after being alerted to make a call.


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