Barotrauma Client Doc
Barotrauma.AIController Member List

This is the complete list of members for Barotrauma.AIController, including all inherited members.

_lastAiTargetBarotrauma.AIControllerprotected
_previousAiTargetBarotrauma.AIControllerprotected
_selectedAiTargetBarotrauma.AIControllerprotected
AIController(Character c)Barotrauma.AIController
allGapsSearchedBarotrauma.AIControllerprotected
avoidLookAheadDistanceBarotrauma.AIControllerprotected
CanEnterSubmarineBarotrauma.AIController
CanFlipBarotrauma.AIController
CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)Barotrauma.AIController
CharacterBarotrauma.AIController
colliderLengthBarotrauma.AIControllerprotected
colliderWidthBarotrauma.AIControllerprotected
DebugDraw(SpriteBatch spriteBatch)Barotrauma.AIControllervirtual
EnabledBarotrauma.AIController
Escape(float deltaTime)Barotrauma.AIControllerpure virtual
EscapeTargetBarotrauma.AIController
FaceTarget(ISpatialEntity target)Barotrauma.AIController
HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null)Barotrauma.AIController
IsCurrentPathFinishedBarotrauma.AIController
IsCurrentPathNullOrUnreachableBarotrauma.AIController
IsCurrentPathUnreachableBarotrauma.AIController
IsMentallyUnstableBarotrauma.AIController
IsSteeringThroughGapBarotrauma.AIController
IsTryingToSteerThroughGapBarotrauma.AIController
IsWallDisabled(Structure wall)Barotrauma.AIControllerprotected
minGapSizeBarotrauma.AIControllerprotected
OnAttacked(Character attacker, AttackResult attackResult)Barotrauma.AIControllervirtual
OnHealed(Character healer, float healAmount)Barotrauma.AIControllervirtual
OnStateChanged(AIState from, AIState to)Barotrauma.AIControllerprotectedvirtual
OnTargetChanged(AITarget previousTarget, AITarget newTarget)Barotrauma.AIControllerprotectedvirtual
ReequipUnequipped()Barotrauma.AIController
Reset()Barotrauma.AIControllervirtual
ResetAITarget()Barotrauma.AIControllerprotected
ResetEscape()Barotrauma.AIController
SelectedAiTargetBarotrauma.AIController
SelectTarget(AITarget target)Barotrauma.AIControllervirtual
SimPositionBarotrauma.AIController
SteeringBarotrauma.AIController
steeringManagerBarotrauma.AIControllerprotected
SteeringManagerBarotrauma.AIController
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)Barotrauma.AIControllervirtual
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1)Barotrauma.AIControllervirtual
TakeItem(Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null)Barotrauma.AIController
UnequipContainedItems(Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null)Barotrauma.AIController
UnequipContainedItems(Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null)Barotrauma.AIControllerstatic
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIController
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIControllerstatic
unreachableGapsBarotrauma.AIControllerprotected
Update(float deltaTime)Barotrauma.AIControllervirtual
UpdateEscape(float deltaTime, bool canAttackDoors)Barotrauma.AIControllerprotected
VelocityBarotrauma.AIController
VisibleHullsBarotrauma.AIController
WorldPositionBarotrauma.AIController