Third Person Cover Shooter  1.6
CoverShooter.AIFire Class Reference

Controls the equipment of weapons and their fire. More...

Inheritance diagram for CoverShooter.AIFire:
CoverShooter.AIItemBase CoverShooter.ICharacterCoverListener CoverShooter.AIBase

Public Member Functions

void OnEnterCover (Cover cover)
 Notified by the actor that a cover was entered. More...
 
void OnLeaveCover ()
 Notified by the actor that a cover was left. More...
 
void ToAimAt (Vector3 position)
 Told by the brains to aim the gun at a position. More...
 
void ToAimTo (Vector3 direction)
 Told by the brains to aim the gun to a direction. More...
 
void ToTarget (ActorTarget target)
 Told by the brains to aim the gun at a target actor. More...
 
void ToOpenFire ()
 Told by the brains to start aiming and firing. More...
 
void ToCloseFire ()
 Told by the brains to stop firing. More...
 
void ToStartAiming ()
 Told by the brains to start aiming, doesn't start firing. More...
 
void ToStopAiming ()
 Told by the brains to stop both aiming and firing. More...
 
void ToArm ()
 Told by the brains to take a weapon to arms. More...
 
void ToDisarm ()
 Told by the brains to disarm any weapon. 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

WeaponType AutoFindType = WeaponType.Pistol
 Weapon type to look for, if not present any other weapon will be picked. More...
 
bool AlwaysAim
 Should the AI always be aiming. More...
 
Bursts Bursts = Bursts.Default()
 Settings for bursts of fire when in a cover. More...
 
CoverBursts CoverBursts = CoverBursts.Default()
 Settings for bursts of fire when in a cover. More...
 
- Public Attributes inherited from CoverShooter.AIItemBase
InventoryUsage InventoryUsage = InventoryUsage.autoFind
 How should the character inventory (if there is one) be used. More...
 
int InventoryIndex = 0
 Weapon index inside the inventory to use when usage is set to 'index'. More...
 

Protected Member Functions

override void Awake ()
 
- Protected Member Functions inherited from CoverShooter.AIItemBase
bool EquipWeapon (CharacterMotor motor)
 Equips any weapon if possible. More...
 
bool Equip (CharacterMotor motor, WeaponType type)
 Equips a weapon of specific kind if possible. More...
 
bool Equip (CharacterMotor motor, ToolType tool)
 Equips a specific tool if possible. More...
 
bool UnequipWeapon (CharacterMotor motor)
 Unequips the item if it is currently used. More...
 
bool Unequip (CharacterMotor motor, WeaponType type)
 Unequips the item if it is currently used. More...
 
bool Unequip (CharacterMotor motor, ToolType tool)
 Unequips the item if it is currently used. More...
 

Properties

bool IsFiring [get]
 Is the AI currently firing. More...
 

Detailed Description

Controls the equipment of weapons and their fire.

Makes the AI take a peek from a cover if they are covered.

Member Function Documentation

◆ Awake()

override void CoverShooter.AIFire.Awake ( )
protectedvirtual

Reimplemented from CoverShooter.AIItemBase.

◆ OnEnterCover()

void CoverShooter.AIFire.OnEnterCover ( Cover  cover)

Notified by the actor that a cover was entered.

Implements CoverShooter.ICharacterCoverListener.

◆ OnLeaveCover()

void CoverShooter.AIFire.OnLeaveCover ( )

Notified by the actor that a cover was left.

Implements CoverShooter.ICharacterCoverListener.

◆ ToAimAt()

void CoverShooter.AIFire.ToAimAt ( Vector3  position)

Told by the brains to aim the gun at a position.

◆ ToAimTo()

void CoverShooter.AIFire.ToAimTo ( Vector3  direction)

Told by the brains to aim the gun to a direction.

◆ ToArm()

void CoverShooter.AIFire.ToArm ( )

Told by the brains to take a weapon to arms.

◆ ToCloseFire()

void CoverShooter.AIFire.ToCloseFire ( )

Told by the brains to stop firing.

◆ ToDisarm()

void CoverShooter.AIFire.ToDisarm ( )

Told by the brains to disarm any weapon.

◆ ToOpenFire()

void CoverShooter.AIFire.ToOpenFire ( )

Told by the brains to start aiming and firing.

◆ ToStartAiming()

void CoverShooter.AIFire.ToStartAiming ( )

Told by the brains to start aiming, doesn't start firing.

◆ ToStopAiming()

void CoverShooter.AIFire.ToStopAiming ( )

Told by the brains to stop both aiming and firing.

◆ ToTarget()

void CoverShooter.AIFire.ToTarget ( ActorTarget  target)

Told by the brains to aim the gun at a target actor.

Member Data Documentation

◆ AlwaysAim

bool CoverShooter.AIFire.AlwaysAim

Should the AI always be aiming.

◆ AutoFindType

WeaponType CoverShooter.AIFire.AutoFindType = WeaponType.Pistol

Weapon type to look for, if not present any other weapon will be picked.

Used only when AutoFindIndex is enabled.

◆ Bursts

Bursts CoverShooter.AIFire.Bursts = Bursts.Default()

Settings for bursts of fire when in a cover.

◆ CoverBursts

CoverBursts CoverShooter.AIFire.CoverBursts = CoverBursts.Default()

Settings for bursts of fire when in a cover.

Property Documentation

◆ IsFiring

bool CoverShooter.AIFire.IsFiring
get

Is the AI currently firing.


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