Third Person Cover Shooter  1.6
CoverShooter.AIMovement Class Reference

Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination. More...

Inheritance diagram for CoverShooter.AIMovement:
CoverShooter.AIBase

Public Member Functions

void OnThreatPosition (Vector3 value)
 Notified by the brains of a new threat position. More...
 
void ToCrouch ()
 Enter crouch mode. More...
 
void ToStopCrouching ()
 Exit crouch mode. More...
 
void ToCircle (Vector3 threat)
 Told by the brains to circle around a threat. More...
 
void ToWalkInDirection (Vector3 vector)
 Told to walk in a direction. More...
 
void ToRunInDirection (Vector3 vector)
 Told to run in a direction. More...
 
void ToSprintInDirection (Vector3 vector)
 Told to sprint in a direction. More...
 
void ToWalkTo (Vector3 destination)
 Told by the brains to walk to a destination position. More...
 
void ToRunTo (Vector3 destination)
 Told by the brains to run to a destination position. More...
 
void ToSprintTo (Vector3 destination)
 Told by the brains to sprint to a destination position. More...
 
void ToWalkFrom (Vector3 target)
 Told by the brains to walk away from a position. More...
 
void ToRunFrom (Vector3 target)
 Told by the brains to run away from a position. More...
 
void ToSprintFrom (Vector3 target)
 Told by the brains to sprint away from a position. More...
 
void ToKeepSprintingFrom (Vector3 target)
 Told by the brains to sprint away from a position. More...
 
void ToStopMoving ()
 Told by the brains to walk to stop moving. 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 RollTriggerDistance = 2
 The AI will roll if it is ordered to sprint from a position closer than this property. More...
 
float CircleDelay = 2
 Seconds to wait before changing the direction of circling. More...
 
float ObstructionRadius = 1.5f
 The AI will move out of the way of other actors that are closer than the threshold. More...
 
bool DebugDestination = false
 Should a line to destination be drawn in the editor. More...
 
bool DebugPath = false
 Should a path to destination be drawn in the editor. More...
 

Properties

Vector3 Destination [get]
 Position the AI is walking towards. More...
 

Detailed Description

Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination.

Member Function Documentation

◆ OnThreatPosition()

void CoverShooter.AIMovement.OnThreatPosition ( Vector3  value)

Notified by the brains of a new threat position.

Parameters
value

◆ ToCircle()

void CoverShooter.AIMovement.ToCircle ( Vector3  threat)

Told by the brains to circle around a threat.

◆ ToCrouch()

void CoverShooter.AIMovement.ToCrouch ( )

Enter crouch mode.

◆ ToKeepSprintingFrom()

void CoverShooter.AIMovement.ToKeepSprintingFrom ( Vector3  target)

Told by the brains to sprint away from a position.

Stops sprinting of not being told so in the following frames.

◆ ToRunFrom()

void CoverShooter.AIMovement.ToRunFrom ( Vector3  target)

Told by the brains to run away from a position.

◆ ToRunInDirection()

void CoverShooter.AIMovement.ToRunInDirection ( Vector3  vector)

Told to run in a direction.

◆ ToRunTo()

void CoverShooter.AIMovement.ToRunTo ( Vector3  destination)

Told by the brains to run to a destination position.

◆ ToSprintFrom()

void CoverShooter.AIMovement.ToSprintFrom ( Vector3  target)

Told by the brains to sprint away from a position.

◆ ToSprintInDirection()

void CoverShooter.AIMovement.ToSprintInDirection ( Vector3  vector)

Told to sprint in a direction.

◆ ToSprintTo()

void CoverShooter.AIMovement.ToSprintTo ( Vector3  destination)

Told by the brains to sprint to a destination position.

◆ ToStopCrouching()

void CoverShooter.AIMovement.ToStopCrouching ( )

Exit crouch mode.

◆ ToStopMoving()

void CoverShooter.AIMovement.ToStopMoving ( )

Told by the brains to walk to stop moving.

◆ ToWalkFrom()

void CoverShooter.AIMovement.ToWalkFrom ( Vector3  target)

Told by the brains to walk away from a position.

◆ ToWalkInDirection()

void CoverShooter.AIMovement.ToWalkInDirection ( Vector3  vector)

Told to walk in a direction.

◆ ToWalkTo()

void CoverShooter.AIMovement.ToWalkTo ( Vector3  destination)

Told by the brains to walk to a destination position.

Member Data Documentation

◆ CircleDelay

float CoverShooter.AIMovement.CircleDelay = 2

Seconds to wait before changing the direction of circling.

◆ DebugDestination

bool CoverShooter.AIMovement.DebugDestination = false

Should a line to destination be drawn in the editor.

◆ DebugPath

bool CoverShooter.AIMovement.DebugPath = false

Should a path to destination be drawn in the editor.

◆ ObstructionRadius

float CoverShooter.AIMovement.ObstructionRadius = 1.5f

The AI will move out of the way of other actors that are closer than the threshold.

◆ RollTriggerDistance

float CoverShooter.AIMovement.RollTriggerDistance = 2

The AI will roll if it is ordered to sprint from a position closer than this property.

Property Documentation

◆ Destination

Vector3 CoverShooter.AIMovement.Destination
get

Position the AI is walking towards.

Returns current position when circling or retreating.


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