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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.