_lastAiTarget | Barotrauma.AIController | protected |
_previousAiTarget | Barotrauma.AIController | protected |
_selectedAiTarget | Barotrauma.AIController | protected |
AIController(Character c) | Barotrauma.AIController | |
allGapsSearched | Barotrauma.AIController | protected |
avoidLookAheadDistance | Barotrauma.AIController | protected |
CanEnterSubmarine | Barotrauma.AIController | |
CanFlip | Barotrauma.AIController | |
CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount) | Barotrauma.AIController | |
Character | Barotrauma.AIController | |
colliderLength | Barotrauma.AIController | protected |
colliderWidth | Barotrauma.AIController | protected |
DebugDraw(SpriteBatch spriteBatch) | Barotrauma.AIController | virtual |
Enabled | Barotrauma.AIController | |
Escape(float deltaTime) | Barotrauma.AIController | pure virtual |
EscapeTarget | Barotrauma.AIController | |
FaceTarget(ISpatialEntity target) | Barotrauma.AIController | |
HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) | Barotrauma.AIController | |
IsCurrentPathFinished | Barotrauma.AIController | |
IsCurrentPathNullOrUnreachable | Barotrauma.AIController | |
IsCurrentPathUnreachable | Barotrauma.AIController | |
IsMentallyUnstable | Barotrauma.AIController | |
IsSteeringThroughGap | Barotrauma.AIController | |
IsTryingToSteerThroughGap | Barotrauma.AIController | |
IsWallDisabled(Structure wall) | Barotrauma.AIController | protected |
minGapSize | Barotrauma.AIController | protected |
OnAttacked(Character attacker, AttackResult attackResult) | Barotrauma.AIController | virtual |
OnHealed(Character healer, float healAmount) | Barotrauma.AIController | virtual |
OnStateChanged(AIState from, AIState to) | Barotrauma.AIController | protectedvirtual |
OnTargetChanged(AITarget previousTarget, AITarget newTarget) | Barotrauma.AIController | protectedvirtual |
ReequipUnequipped() | Barotrauma.AIController | |
Reset() | Barotrauma.AIController | virtual |
ResetAITarget() | Barotrauma.AIController | protected |
ResetEscape() | Barotrauma.AIController | |
SelectedAiTarget | Barotrauma.AIController | |
SelectTarget(AITarget target) | Barotrauma.AIController | virtual |
SimPosition | Barotrauma.AIController | |
Steering | Barotrauma.AIController | |
steeringManager | Barotrauma.AIController | protected |
SteeringManager | Barotrauma.AIController | |
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) | Barotrauma.AIController | virtual |
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) | Barotrauma.AIController | virtual |
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.AIController | static |
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | |
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | static |
unreachableGaps | Barotrauma.AIController | protected |
Update(float deltaTime) | Barotrauma.AIController | virtual |
UpdateEscape(float deltaTime, bool canAttackDoors) | Barotrauma.AIController | protected |
Velocity | Barotrauma.AIController | |
VisibleHulls | Barotrauma.AIController | |
WorldPosition | Barotrauma.AIController | |