Barotrauma Client Doc
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Public Member Functions | |
bool | HasValidPath (bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) |
Is the current path valid, using the provided parameters. More... | |
AIController (Character c) | |
virtual void | OnHealed (Character healer, float healAmount) |
virtual void | OnAttacked (Character attacker, AttackResult attackResult) |
virtual void | SelectTarget (AITarget target) |
virtual void | Update (float deltaTime) |
virtual void | Reset () |
void | FaceTarget (ISpatialEntity target) |
virtual bool | SteerThroughGap (Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) |
virtual bool | SteerThroughGap (Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) |
bool | CanPassThroughHole (Structure wall, int sectionIndex, int requiredHoleCount) |
bool | TakeItem (Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null) |
void | UnequipEmptyItems (Item parentItem, bool avoidDroppingInSea=true) |
void | UnequipContainedItems (Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null) |
void | ReequipUnequipped () |
abstract bool | Escape (float deltaTime) |
void | ResetEscape () |
virtual void | DebugDraw (SpriteBatch spriteBatch) |
Static Public Member Functions | |
static void | UnequipEmptyItems (Character character, Item parentItem, bool avoidDroppingInSea=true) |
static void | UnequipContainedItems (Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null) |
Public Attributes | |
bool | Enabled |
readonly Character | Character |
Protected Member Functions | |
void | ResetAITarget () |
bool | IsWallDisabled (Structure wall) |
bool | UpdateEscape (float deltaTime, bool canAttackDoors) |
virtual void | OnStateChanged (AIState from, AIState to) |
virtual void | OnTargetChanged (AITarget previousTarget, AITarget newTarget) |
Protected Attributes | |
AITarget | _lastAiTarget |
AITarget | _previousAiTarget |
AITarget | _selectedAiTarget |
SteeringManager | steeringManager |
readonly float | colliderWidth |
readonly float | minGapSize |
readonly float | colliderLength |
readonly float | avoidLookAheadDistance |
bool | allGapsSearched |
readonly HashSet< Gap > | unreachableGaps = new HashSet<Gap>() |
Properties | |
AITarget | SelectedAiTarget [get, protected set] |
SteeringManager | SteeringManager [get] |
Vector2 | Steering [get, set] |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
Vector2 | Velocity [get] |
virtual bool | CanEnterSubmarine [get] |
virtual bool | CanFlip [get] |
virtual bool | IsMentallyUnstable [get] |
IEnumerable< Hull > | VisibleHulls [get] |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. More... | |
bool | IsCurrentPathNullOrUnreachable [get] |
bool | IsCurrentPathUnreachable [get] |
bool | IsCurrentPathFinished [get] |
bool | IsSteeringThroughGap [get, protected set] |
bool | IsTryingToSteerThroughGap [get, protected set] |
Gap | EscapeTarget [get] |
Properties inherited from Barotrauma.ISteerable | |
Vector2 | Steering [get, set] |
Vector2 | Velocity [get] |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
Definition at line 11 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
Barotrauma.AIController.AIController | ( | Character | c | ) |
Definition at line 142 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
bool Barotrauma.AIController.CanPassThroughHole | ( | Structure | wall, |
int | sectionIndex, | ||
int | requiredHoleCount | ||
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Definition at line 226 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.EnemyAIController.
Definition at line 7 of file BarotraumaClient/ClientSource/Characters/AI/AIController.cs.
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pure virtual |
Implemented in Barotrauma.HumanAIController, and Barotrauma.EnemyAIController.
void Barotrauma.AIController.FaceTarget | ( | ISpatialEntity | target | ) |
bool Barotrauma.AIController.HasValidPath | ( | bool | requireNonDirty = true , |
bool | requireUnfinished = true , |
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Func< WayPoint, bool > | nodePredicate = null |
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Is the current path valid, using the provided parameters.
requireNonDirty | |
requireUnfinished | |
nodePredicate |
Definition at line 119 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 255 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.HumanAIController, and Barotrauma.EnemyAIController.
Definition at line 156 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.HumanAIController.
Definition at line 154 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
Reimplemented in Barotrauma.EnemyAIController.
Definition at line 532 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protectedvirtual |
Reimplemented in Barotrauma.EnemyAIController.
Definition at line 533 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
void Barotrauma.AIController.ReequipUnequipped | ( | ) |
Definition at line 386 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.HumanAIController.
Definition at line 173 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 178 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
void Barotrauma.AIController.ResetEscape | ( | ) |
Definition at line 523 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.HumanAIController, and Barotrauma.EnemyAIController.
Definition at line 158 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.EnemyAIController.
Definition at line 210 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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virtual |
Reimplemented in Barotrauma.EnemyAIController.
Definition at line 189 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
bool Barotrauma.AIController.TakeItem | ( | Item | item, |
CharacterInventory | targetInventory, | ||
bool | equip, | ||
bool | wear = false , |
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bool | dropOtherIfCannotMove = true , |
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bool | allowSwapping = false , |
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bool | storeUnequipped = false , |
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IEnumerable< Identifier > | targetTags = null |
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) |
Definition at line 270 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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static |
Definition at line 358 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
void Barotrauma.AIController.UnequipContainedItems | ( | Item | parentItem, |
Func< Item, bool > | predicate = null , |
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bool | avoidDroppingInSea = true , |
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int? | unequipMax = null |
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static |
void Barotrauma.AIController.UnequipEmptyItems | ( | Item | parentItem, |
bool | avoidDroppingInSea = true |
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) |
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virtual |
Reimplemented in Barotrauma.HumanAIController, and Barotrauma.EnemyAIController.
Definition at line 160 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 407 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 18 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 20 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 21 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 405 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 140 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
readonly Character Barotrauma.AIController.Character |
Definition at line 15 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 139 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 137 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
bool Barotrauma.AIController.Enabled |
Definition at line 13 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 138 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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protected |
Definition at line 51 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
Definition at line 406 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 79 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 84 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 401 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 135 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 133 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 134 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 89 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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getprotected set |
Definition at line 186 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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getprotected set |
Definition at line 187 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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getprotected set |
Definition at line 22 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 64 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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getset |
Definition at line 58 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 53 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 74 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls.
Definition at line 99 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.
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get |
Definition at line 69 of file BarotraumaShared/SharedSource/Characters/AI/AIController.cs.