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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.