Third Person Cover Shooter
1.6
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Simulates a peaceful civilian. More...
Public Member Functions | |
override void | ToForget () |
Forget about the enemy and return to walking around or standing idle at the starting location. More... | |
void | ToBecomeScared () |
Told by a component to become scared. More... | |
void | ToMakeCall () |
Told by a component to enter a phone call state. More... | |
void | OnCallMade () |
Registers a successfull call. More... | |
void | OnHit (Hit hit) |
Registers damage done by a weapon. More... | |
void | OnAlert (ref GeneratedAlert alert) |
Notified by an alert system of an alert. 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 | OnWaypointsFound () |
Notified of an existance of waypoints. More... | |
Public Member Functions inherited from CoverShooter.BaseBrain | |
void | OnEnterDanger () |
Registers an entrance to a dangerous area. More... | |
void | OnLeaveDanger () |
Registers that the AI is leaving a dangerous area. 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 | |
bool | OnlyAlarmedByWeapons = true |
The civilian is only alarmed by enemies with weapons in hands. More... | |
Protected Member Functions | |
override void | Awake () |
Protected Member Functions inherited from CoverShooter.BaseBrain | |
void | RemoveThreat () |
Unset the current threat. More... | |
void | UnseeThreat () |
Sets the threat state to unseen. More... | |
void | SetUnseenThreat (bool isHeard, bool isDirect, Actor threat, Vector3 position, Cover threatCover) |
Updates threat state. More... | |
void | SetThreat (Actor threat, Vector3 position, Cover threatCover) |
Updates threat state. More... | |
void | SetThreat (bool isVisible, bool isHeard, bool isActual, Actor threat, Vector3 position, Cover threatCover, float time) |
Updates threat state. More... | |
Properties | |
bool | IsAlerted [get] |
Is the AI currently alarmed. More... | |
bool | IsScared [get] |
Is the AI currently scared. More... | |
CivilianState | State [get] |
AI state the brain is at. More... | |
Properties inherited from CoverShooter.BaseBrain | |
Actor | Actor [get] |
Actor component found in the same object. More... | |
Actor | Threat [get] |
Actor component of the threating character. More... | |
Actor | ForgottenThreat [get] |
Threat actor that was told to be forgotten. More... | |
float | ThreatAge [get] |
Time in seconds since the threat was last seen. More... | |
Vector3 | LastKnownThreatPosition [get] |
Last known position of the assigned threat. More... | |
float | LastSeenThreatTime [get] |
Time since level load that the threat was seen. More... | |
bool | CanSeeTheThreat [get] |
Is the threat currently seen. More... | |
Cover | ThreatCover [get] |
Cover that is currently known to be used by the threat. More... | |
bool | IsActualThreatPosition [get] |
Was the last known threat position a position the threat occupied or was it just an indirect explosion. More... | |
bool | HasSeenTheEnemy [get] |
Was any threat seen at least once. More... | |
bool | HasHeardTheEnemy [get] |
Was any threat heard at least once. More... | |
Vector3 | StartingLocation [get] |
Location at which the character started. More... | |
bool | IsInDanger [get] |
Is the AI currently in a dangerous area. More... | |
Simulates a peaceful civilian.
Notices enemies and follows them. Calls police.
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protectedvirtual |
Reimplemented from CoverShooter.BaseBrain.
void CoverShooter.CivilianBrain.OnAlert | ( | ref GeneratedAlert | alert | ) |
Notified by an alert system of an alert.
Implements CoverShooter.IAlertListener.
void CoverShooter.CivilianBrain.OnCallMade | ( | ) |
Registers a successfull call.
void CoverShooter.CivilianBrain.OnHit | ( | Hit | hit | ) |
Registers damage done by a weapon.
void CoverShooter.CivilianBrain.OnSeeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has entered the view.
void CoverShooter.CivilianBrain.OnUnseeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has dissappeared from the view.
void CoverShooter.CivilianBrain.OnWaypointsFound | ( | ) |
Notified of an existance of waypoints.
void CoverShooter.CivilianBrain.ToBecomeScared | ( | ) |
Told by a component to become scared.
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virtual |
Forget about the enemy and return to walking around or standing idle at the starting location.
Reimplemented from CoverShooter.BaseBrain.
void CoverShooter.CivilianBrain.ToMakeCall | ( | ) |
Told by a component to enter a phone call state.
bool CoverShooter.CivilianBrain.OnlyAlarmedByWeapons = true |
The civilian is only alarmed by enemies with weapons in hands.
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get |
Is the AI currently alarmed.
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get |
Is the AI currently scared.
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get |
AI state the brain is at.