Barotrauma Client Doc
Barotrauma.AIObjectiveCombat Member List

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

AbandonBarotrauma.AIObjective
AbandonedBarotrauma.AIObjective
AbandonWhenCannotCompleteSubjectivesBarotrauma.AIObjectiveCombat
AbortConditionBarotrauma.AIObjective
Act(float deltaTime)Barotrauma.AIObjectiveCombatprotectedvirtual
AddSubObjective(AIObjective objective, bool addFirst=false)Barotrauma.AIObjective
AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)Barotrauma.AIObjective
AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier=1, float coolDown=10.0f)Barotrauma.AIObjectiveCombat
AllowAutomaticItemUnequippingBarotrauma.AIObjective
allowHoldFireBarotrauma.AIObjectiveCombat
AllowInAnySubBarotrauma.AIObjectiveCombat
AllowInFriendlySubsBarotrauma.AIObjective
AllowMultipleInstancesBarotrauma.AIObjective
AllowOutsideSubmarineBarotrauma.AIObjectiveCombat
AllowSubObjectiveSortingBarotrauma.AIObjective
AllowWhileHandcuffedBarotrauma.AIObjective
BasePriorityBarotrauma.AIObjective
CalculatePriority()Barotrauma.AIObjective
CanBeCompletedBarotrauma.AIObjective
CanEquip(Character character, Item item, bool allowWearing)Barotrauma.AIObjectiveprotectedstatic
CanEquip(Item item, bool allowWearing)Barotrauma.AIObjectiveprotected
characterBarotrauma.AIObjective
CheckObjectiveSpecific()Barotrauma.AIObjectiveCombatprotectedvirtual
CombatMode enum nameBarotrauma.AIObjectiveCombat
CompletedBarotrauma.AIObjective
ConcurrentObjectivesBarotrauma.AIObjectiveCombat
CumulatedDevotionBarotrauma.AIObjectiveprotected
CurrentSubObjectiveBarotrauma.AIObjective
DebugTagBarotrauma.AIObjective
DeselectedBarotrauma.AIObjective
DevotionBarotrauma.AIObjective
EnemyBarotrauma.AIObjectiveCombat
ForceHighestPriorityBarotrauma.AIObjective
ForceRunBarotrauma.AIObjective
ForceWalkBarotrauma.AIObjective
GetActiveObjective()Barotrauma.AIObjective
GetLethalDamage(ItemComponent weapon)Barotrauma.AIObjectiveCombatstatic
GetPriority()Barotrauma.AIObjectiveCombatprotectedvirtual
GetSprite(Identifier identifier, Identifier option, Entity targetEntity)Barotrauma.AIObjectivestatic
GetSprite()Barotrauma.AIObjective
GetSubObjectivesRecursive(bool includingSelf=false)Barotrauma.AIObjective
HandleNonAllowed()Barotrauma.AIObjectiveprotected
holdFireConditionBarotrauma.AIObjectiveCombat
HoldPositionBarotrauma.AIObjectiveCombat
HumanAIControllerBarotrauma.AIObjectiveprotected
IdentifierBarotrauma.AIObjectiveCombat
IgnoreAtOutpostBarotrauma.AIObjective
IgnoreUnsafeHullsBarotrauma.AIObjectiveCombat
IsAllowedBarotrauma.AIObjective
IsCompletedBarotrauma.AIObjective
IsDuplicate< T >(T otherObjective)Barotrauma.AIObjectivevirtual
IsIgnoredAtOutpost()Barotrauma.AIObjective
IsLoopBarotrauma.AIObjective
KeepDivingGearOnBarotrauma.AIObjectiveCombat
KeepDivingGearOnAlsoWhenInactiveBarotrauma.AIObjective
MaxDevotionBarotrauma.AIObjectiveprotected
ModeBarotrauma.AIObjectiveCombat
ObjectiveIconColorBarotrauma.AIObjectivestatic
objectiveManagerBarotrauma.AIObjective
OnAbandon()Barotrauma.AIObjectiveCombatprotectedvirtual
OnCompleted()Barotrauma.AIObjectiveCombatprotectedvirtual
OnDeselected()Barotrauma.AIObjectivevirtual
OnSelected()Barotrauma.AIObjectivevirtual
OptionBarotrauma.AIObjective
PathSteeringBarotrauma.AIObjectiveprotected
PrioritizeIfSubObjectivesActiveBarotrauma.AIObjective
PriorityBarotrauma.AIObjective
PriorityModifierBarotrauma.AIObjective
RemoveSubObjective< T >(ref T objective)Barotrauma.AIObjective
Reset()Barotrauma.AIObjectiveCombatvirtual
SelectedBarotrauma.AIObjective
SortSubObjectives()Barotrauma.AIObjective
SpeakAfterOrderReceived()Barotrauma.AIObjectivevirtual
SteeringManagerBarotrauma.AIObjectiveprotected
SubObjectivesBarotrauma.AIObjective
subObjectivesBarotrauma.AIObjectiveprotected
SyncRemovedObjectives< T1, T2 >(Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection)Barotrauma.AIObjectiveprotected
TryAddSubObjective< T >(ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null)Barotrauma.AIObjectiveprotected
TryComplete(float deltaTime)Barotrauma.AIObjective
Update(float deltaTime)Barotrauma.AIObjectiveCombatvirtual