Third Person Cover Shooter
1.6
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Each character inside the level must have this component as the AI only regards objects with Actor as characters. More...
Public Member Functions | |
void | OnEnterGrass (GrassZone zone) |
The actor enters a flashlight or any similar object. More... | |
void | OnLeaveGrass (GrassZone zone) |
The actor leaves a lighted area. More... | |
void | OnEnterLight (LightZone zone) |
The actor enters a flashlight or any similar object. More... | |
void | OnLeaveLight (LightZone zone) |
The actor leaves a lighted area. More... | |
void | OnEnterDarkness (DarkZone zone) |
The actor enters a dark area. More... | |
void | OnLeaveDarkness (DarkZone zone) |
The actor leaves a dark area. More... | |
void | OnStandingHeight (float value) |
Notify the component of the standing height (used when in cover). More... | |
void | OnCurrentHeight (float value) |
Character has changed their current height (crouches or stands up). More... | |
void | OnDead () |
Notified by components that the actor is no longer alive. More... | |
void | OnResurrect () |
Notified that the actor has been resurrected. More... | |
void | OnEnterCover (Cover cover) |
Tell the threat to mark itself as being behind the given cover. More... | |
void | OnLeaveCover () |
Tell the threat to mark itself as out of cover. More... | |
void | OnAlerted () |
Notified by an AI that the actor is alerted. More... | |
void | OnSuccessfulHit (Hit hit) |
Notified that an enemy actor has been hit. More... | |
float | GetViewDistance (float viewDistance, bool isAlerted) |
Calculates the view distance when looking at this actor. More... | |
Public Attributes | |
int | Side = 0 |
Team number used by the AI. More... | |
bool | IsAggressive = true |
Is the actor aggresive. More... | |
Properties | |
bool | IsAlive [get] |
Is the object alive. More... | |
bool | IsArmed [get] |
Does the character have a weapon in their hands. More... | |
Cover | Cover [get] |
Cover the threat is hiding behind. More... | |
Vector3 | RelativeStandingTopPosition [get] |
Top position when the actor is standing. More... | |
Vector3 | RelativeTopPosition [get] |
Current top position. More... | |
Vector3 | StandingTopPosition [get] |
Top position when the actor is standing. More... | |
Vector3 | TopPosition [get] |
Current top position. More... | |
Collider | Collider [get] |
Collider attached to the object. More... | |
Vector3 | HeadDirection [get] |
Current look direction of the actor's head. More... | |
bool | IsAlerted [get] |
Is the AI attached to the actor alerted. More... | |
float | HealthFraction [get] |
Fractional health value. More... | |
float | Health [get] |
Fractional health value. More... | |
Actor | Threat [get] |
Current threat of the actor. More... | |
Rigidbody | Body [get] |
Physical body of the object. More... | |
CharacterMotor | Motor [get] |
Character motor attached to the object. More... | |
Each character inside the level must have this component as the AI only regards objects with Actor as characters.
float CoverShooter.Actor.GetViewDistance | ( | float | viewDistance, |
bool | isAlerted | ||
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Calculates the view distance when looking at this actor.
void CoverShooter.Actor.OnAlerted | ( | ) |
Notified by an AI that the actor is alerted.
void CoverShooter.Actor.OnCurrentHeight | ( | float | value | ) |
Character has changed their current height (crouches or stands up).
Implements CoverShooter.ICharacterHeightListener.
void CoverShooter.Actor.OnDead | ( | ) |
Notified by components that the actor is no longer alive.
Implements CoverShooter.ICharacterHealthListener.
void CoverShooter.Actor.OnEnterCover | ( | Cover | cover | ) |
Tell the threat to mark itself as being behind the given cover.
Implements CoverShooter.ICharacterCoverListener.
void CoverShooter.Actor.OnEnterDarkness | ( | DarkZone | zone | ) |
The actor enters a dark area.
void CoverShooter.Actor.OnEnterGrass | ( | GrassZone | zone | ) |
The actor enters a flashlight or any similar object.
void CoverShooter.Actor.OnEnterLight | ( | LightZone | zone | ) |
The actor enters a flashlight or any similar object.
void CoverShooter.Actor.OnLeaveCover | ( | ) |
Tell the threat to mark itself as out of cover.
Implements CoverShooter.ICharacterCoverListener.
void CoverShooter.Actor.OnLeaveDarkness | ( | DarkZone | zone | ) |
The actor leaves a dark area.
void CoverShooter.Actor.OnLeaveGrass | ( | GrassZone | zone | ) |
The actor leaves a lighted area.
void CoverShooter.Actor.OnLeaveLight | ( | LightZone | zone | ) |
The actor leaves a lighted area.
void CoverShooter.Actor.OnResurrect | ( | ) |
Notified that the actor has been resurrected.
Implements CoverShooter.ICharacterHealthListener.
void CoverShooter.Actor.OnStandingHeight | ( | float | value | ) |
Notify the component of the standing height (used when in cover).
Implements CoverShooter.ICharacterHeightListener.
void CoverShooter.Actor.OnSuccessfulHit | ( | Hit | hit | ) |
Notified that an enemy actor has been hit.
May be set as the Threat.
bool CoverShooter.Actor.IsAggressive = true |
Is the actor aggresive.
Value used by the AI. Owning AI usually overwrites the value if present.
int CoverShooter.Actor.Side = 0 |
Team number used by the AI.
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Physical body of the object.
Can be null.
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Collider attached to the object.
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Current look direction of the actor's head.
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Fractional health value.
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Fractional health value.
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Is the AI attached to the actor alerted.
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Is the object alive.
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Does the character have a weapon in their hands.
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Character motor attached to the object.
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Top position when the actor is standing.
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Current top position.
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Top position when the actor is standing.
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Current threat of the actor.
Can be set by the AI. Otherwise a last attacked enemy is used.
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Current top position.