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| AIObjectiveContainItem (Character character, Item item, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier=1) |
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| AIObjectiveContainItem (Character character, Identifier itemIdentifier, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier=1, bool spawnItemIfNotFound=false) |
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| AIObjectiveContainItem (Character character, ImmutableHashSet< Identifier > itemIdentifiers, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier=1, bool spawnItemIfNotFound=false) |
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bool | IsInTargetSlot (Item item) |
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override void | Reset () |
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IEnumerable< AIObjective > | GetSubObjectivesRecursive (bool includingSelf=false) |
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AIObjective | GetActiveObjective () |
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| AIObjective (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default) |
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void | TryComplete (float deltaTime) |
| Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one More...
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void | AddSubObjective (AIObjective objective, bool addFirst=false) |
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void | RemoveSubObjective< T > (ref T objective) |
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void | SortSubObjectives () |
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bool | IsIgnoredAtOutpost () |
| Returns true only when at a friendly outpost and when the order is set to be ignored there. Note that even if this returns false, the objective can be disallowed, because AllowInFriendlySubs is false. More...
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float | CalculatePriority () |
| Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate. More...
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virtual bool | IsDuplicate< T > (T otherObjective) |
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virtual void | Update (float deltaTime) |
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virtual void | OnSelected () |
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virtual void | OnDeselected () |
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virtual void | SpeakAfterOrderReceived () |
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Sprite | GetSprite () |
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override bool | CheckObjectiveSpecific () |
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override void | Act (float deltaTime) |
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void | HandleNonAllowed () |
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virtual float | GetPriority () |
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void | SyncRemovedObjectives< T1, T2 > (Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection) |
| Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary. More...
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bool | TryAddSubObjective< T > (ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null) |
| Checks if the objective already is created and added in subobjectives. If not, creates it. Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference. Returns true if the objective was created and successfully added. More...
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virtual void | OnCompleted () |
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virtual void | OnAbandon () |
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bool | CanEquip (Item item, bool allowWearing) |
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override Identifier | Identifier = "contain item".ToIdentifier() [get, set] |
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override bool | AllowWhileHandcuffed [get] |
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Item | ItemToContain [get] |
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bool | AllowToFindDivingGear = true [get, set] |
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bool | AllowDangerousPressure [get, set] |
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float | ConditionLevel = 1 [get, set] |
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bool | Equip [get, set] |
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bool | RemoveEmpty = true [get, set] |
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bool | RemoveExisting [get, set] |
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bool | RemoveExistingWhenNecessary [get, set] |
| Only remove existing items when the contain target can't be put in the inventory More...
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Func< Item, bool > | RemoveExistingPredicate [get, set] |
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int? | RemoveMax [get, set] |
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bool | MoveWholeStack [get, set] |
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int | ItemCount [get, set] |
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virtual float | Devotion [get] |
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abstract Identifier | Identifier [get, set] |
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virtual string | DebugTag [get] |
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virtual bool | ForceRun [get] |
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virtual bool | IgnoreUnsafeHulls [get] |
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virtual bool | AbandonWhenCannotCompleteSubjectives [get] |
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virtual bool | AllowSubObjectiveSorting [get] |
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virtual bool | PrioritizeIfSubObjectivesActive [get] |
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virtual bool | AllowMultipleInstances [get] |
| Can there be multiple objective instaces of the same type? More...
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virtual bool | ConcurrentObjectives [get] |
| Run the main objective with all subobjectives concurrently? If false, the main objective will continue only when all the subobjectives have been removed (done). More...
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virtual bool | KeepDivingGearOn [get] |
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virtual bool | KeepDivingGearOnAlsoWhenInactive [get] |
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virtual bool | AllowAutomaticItemUnequipping [get] |
| There's a separate property for diving suit and mask: KeepDivingGearOn. More...
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virtual bool | AllowOutsideSubmarine [get] |
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virtual bool | AllowInFriendlySubs [get] |
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virtual bool | AllowInAnySub [get] |
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virtual bool | AllowWhileHandcuffed [get] |
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float | CumulatedDevotion [get, set] |
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virtual float | MaxDevotion [get] |
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float | Priority [get, set] |
| Final priority value after all calculations. More...
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float | BasePriority [get, set] |
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float | PriorityModifier = 1 [get] |
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bool | ForceHighestPriority [get, set] |
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bool | ForceWalk [get, set] |
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bool | IgnoreAtOutpost [get, set] |
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bool | Abandon [get, set] |
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virtual bool | CanBeCompleted [get] |
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virtual bool | IsLoop [get, set] |
| When true, the objective is never completed, unless CanBeCompleted returns false. More...
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IEnumerable< AIObjective > | SubObjectives [get] |
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AIObjective | CurrentSubObjective [get] |
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HumanAIController | HumanAIController [get] |
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IndoorsSteeringManager | PathSteering [get] |
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SteeringManager | SteeringManager [get] |
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bool | IsAllowed [get] |
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bool | IsCompleted [get, protected set] |
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static Color | ObjectiveIconColor [get] |
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static Sprite | GetSprite (Identifier identifier, Identifier option, Entity targetEntity) |
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static bool | CanEquip (Character character, Item item, bool allowWearing) |
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readonly List< AIObjective > | subObjectives = new List<AIObjective>() |
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Action | Completed |
| A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior. More...
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Action | Abandoned |
| A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior. More...
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Action | Selected |
| A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior. More...
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Action | Deselected |
| A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior. More...
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Definition at line 11 of file AIObjectiveContainItem.cs.