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Third Person Cover Shooter
1.6
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Manually manages the active enemy of the FighterBrain component. More...
Public Member Functions | |
| void | ToSetThreatReference (Actor reference) |
| Registers an actor whose target is looked at and attacked. More... | |
| void | ToOverrideThreat (Actor threat) |
| Notified that a threat has to be attacked and all other threats ignored. More... | |
| void | OnSeeDeath (Actor actor) |
| A death was witnessed. More... | |
| void | OnSeeActor (Actor actor) |
| Notified by the sight AI that an actor has entered the view. More... | |
| void | OnUnseeActor (Actor actor) |
| Notified by the sight AI that an actor has dissappeared from the view. More... | |
| void | OnFriendFoundEnemy (Actor friend) |
| Notified by a friend that they found a new enemy 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 | |
| float | MemoryDuration = 3 |
| For how long the AI remembers a threat as a possible target after losing sight of it. More... | |
| ThreatPriority | Priority = ThreatPriority.Closest |
| Mode for choosing which threat to attack. More... | |
| float | HealthDistance = 15 |
Manually manages the active enemy of the FighterBrain component.
| void CoverShooter.AIThreatControl.OnFriendFoundEnemy | ( | Actor | friend | ) |
Notified by a friend that they found a new enemy position.
| void CoverShooter.AIThreatControl.OnSeeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has entered the view.
| void CoverShooter.AIThreatControl.OnSeeDeath | ( | Actor | actor | ) |
A death was witnessed.
| void CoverShooter.AIThreatControl.OnUnseeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has dissappeared from the view.
| void CoverShooter.AIThreatControl.ToOverrideThreat | ( | Actor | threat | ) |
Notified that a threat has to be attacked and all other threats ignored.
| void CoverShooter.AIThreatControl.ToSetThreatReference | ( | Actor | reference | ) |
Registers an actor whose target is looked at and attacked.
| float CoverShooter.AIThreatControl.HealthDistance = 15 |
| float CoverShooter.AIThreatControl.MemoryDuration = 3 |
For how long the AI remembers a threat as a possible target after losing sight of it.
| ThreatPriority CoverShooter.AIThreatControl.Priority = ThreatPriority.Closest |
Mode for choosing which threat to attack.
Leader is taken from AIFormation.