Third Person Cover Shooter
1.6
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Moves the AI to a certain position. More...
Public Member Functions | |
void | OnThreat (Actor value) |
Notified of a threat. More... | |
void | OnNoThreat () |
Notified that there is no thret. More... | |
void | OnStop () |
Character stops. More... | |
void | OnRun () |
Notified that the AI is running. More... | |
void | OnSprint () |
Notified that the AI is sprinting. More... | |
void | OnWalk () |
Notified that the AI is walking. More... | |
void | OnFoundCover () |
Notified that the AI has found a cover and started moving to it. More... | |
void | ToRegroupFormation () |
Notified that the AI is regrouping. More... | |
void | ToEnterProcess () |
Notified that the AI has entered some process. More... | |
void | ToExitProcess () |
Notified that the AI has exited it's process. More... | |
void | ToExitProcessAndMaintainPosition () |
Notified that the AI has exited it's process. More... | |
void | OnHoldPosition (Vector3 position) |
Notified that the AI has started to hold a position. More... | |
void | OnStopHoldingPosition () |
Notified that the AI has stopped maintaining a position. 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 | |
AIFormation | Leader |
Formation leader. More... | |
FormationType | Formation = FormationType.Free |
Formation to take. More... | |
bool | Aggressive = true |
Are the members of the formation aggressive (overrides FighterBrain.ImmediateThreatReaction). More... | |
float | FollowerSpacing = 1 |
Minimum space the followers keep between each other. More... | |
float | RunStaminaFraction = 0.5f |
The AI will run only if the stamina is this or higher. More... | |
float | MinRunDistance = 4 |
AI will run towards the position if the distance to it is greater. More... | |
float | CombatDistance = 8 |
AI will avoid staying further from the leader than this given distance. More... | |
FreeRoamInDangerSettings | FreeRoamInDanger = FreeRoamInDangerSettings.Default() |
Settings for the free roam (in danger) formation. More... | |
FreeRoamOutOfDangerSettings | FreeRoamOutOfDanger = FreeRoamOutOfDangerSettings.Default() |
Settings for the roam (out of danger) formation. More... | |
LineFormationSettings | Line = LineFormationSettings.Default() |
Settings for the line formation. More... | |
SquareFormationSettings | Square = SquareFormationSettings.Default() |
Settings for the square formation. More... | |
Protected Member Functions | |
AIFormation | GetFollower (int index) |
int | Register (AIFormation follower) |
void | MoveTo (Vector3 position, float duration) |
Properties | |
float | MaxDistance [get] |
Max distance at which the AI can walk around the leader when free roaming in danger. More... | |
Vector3 | Direction [get] |
Direction at which the AI is facing. More... | |
Actor | Actor [get] |
Actor component. More... | |
FighterBrain | Brain [get] |
FighterBrain component. More... | |
Vector3 | Position [get] |
Moves the AI to a certain position.
One AIFormation is set to be a leader and others adjust their position based on the leader's state.
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void CoverShooter.AIFormation.OnFoundCover | ( | ) |
Notified that the AI has found a cover and started moving to it.
void CoverShooter.AIFormation.OnHoldPosition | ( | Vector3 | position | ) |
Notified that the AI has started to hold a position.
void CoverShooter.AIFormation.OnNoThreat | ( | ) |
Notified that there is no thret.
void CoverShooter.AIFormation.OnRun | ( | ) |
Notified that the AI is running.
Implements CoverShooter.ICharacterWalkListener.
void CoverShooter.AIFormation.OnSprint | ( | ) |
Notified that the AI is sprinting.
Implements CoverShooter.ICharacterWalkListener.
void CoverShooter.AIFormation.OnStop | ( | ) |
Character stops.
Implements CoverShooter.ICharacterWalkListener.
void CoverShooter.AIFormation.OnStopHoldingPosition | ( | ) |
Notified that the AI has stopped maintaining a position.
void CoverShooter.AIFormation.OnThreat | ( | Actor | value | ) |
Notified of a threat.
void CoverShooter.AIFormation.OnWalk | ( | ) |
Notified that the AI is walking.
Implements CoverShooter.ICharacterWalkListener.
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protected |
void CoverShooter.AIFormation.ToEnterProcess | ( | ) |
Notified that the AI has entered some process.
void CoverShooter.AIFormation.ToExitProcess | ( | ) |
Notified that the AI has exited it's process.
void CoverShooter.AIFormation.ToExitProcessAndMaintainPosition | ( | ) |
Notified that the AI has exited it's process.
void CoverShooter.AIFormation.ToRegroupFormation | ( | ) |
Notified that the AI is regrouping.
bool CoverShooter.AIFormation.Aggressive = true |
Are the members of the formation aggressive (overrides FighterBrain.ImmediateThreatReaction).
float CoverShooter.AIFormation.CombatDistance = 8 |
AI will avoid staying further from the leader than this given distance.
float CoverShooter.AIFormation.FollowerSpacing = 1 |
Minimum space the followers keep between each other.
FormationType CoverShooter.AIFormation.Formation = FormationType.Free |
Formation to take.
Followers use the value presented by the leader ignoring their own.
FreeRoamInDangerSettings CoverShooter.AIFormation.FreeRoamInDanger = FreeRoamInDangerSettings.Default() |
Settings for the free roam (in danger) formation.
FreeRoamOutOfDangerSettings CoverShooter.AIFormation.FreeRoamOutOfDanger = FreeRoamOutOfDangerSettings.Default() |
Settings for the roam (out of danger) formation.
AIFormation CoverShooter.AIFormation.Leader |
Formation leader.
LineFormationSettings CoverShooter.AIFormation.Line = LineFormationSettings.Default() |
Settings for the line formation.
float CoverShooter.AIFormation.MinRunDistance = 4 |
AI will run towards the position if the distance to it is greater.
float CoverShooter.AIFormation.RunStaminaFraction = 0.5f |
The AI will run only if the stamina is this or higher.
SquareFormationSettings CoverShooter.AIFormation.Square = SquareFormationSettings.Default() |
Settings for the square formation.
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FighterBrain component.
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Direction at which the AI is facing.
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Max distance at which the AI can walk around the leader when free roaming in danger.
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getprotected |