Barotrauma Client Doc
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Public Member Functions | |
AIObjectiveFindThieves (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1) | |
void | InspectEveryone () |
override void | Update (float deltaTime) |
Public Member Functions inherited from Barotrauma.AIObjectiveLoop< Character > | |
bool | AddTarget (T target) |
AIObjectiveLoop (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default) | |
override void | Update (float deltaTime) |
override void | Reset () |
Public Attributes | |
float | InspectDistance = DefaultInspectDistance |
How close the NPC must be to the target to the inspect them? You can use high values to make the NPC systematically go through targets no matter where they are, and low values to check targets they happen to come across. More... | |
Protected Member Functions | |
override bool | Filter (Character target) |
override IEnumerable< Character > | GetList () |
List of all possible items of the specified type. Used for filtering the removed objectives. More... | |
override float | TargetEvaluation () |
override AIObjective | ObjectiveConstructor (Character target) |
override void | OnObjectiveCompleted (AIObjective objective, Character target) |
Protected Member Functions inherited from Barotrauma.AIObjectiveLoop< Character > | |
override void | Act (float deltaTime) |
override bool | CheckObjectiveSpecific () |
override float | GetPriority () |
void | UpdateTargets () |
virtual void | FindTargets () |
virtual void | CreateObjectives () |
abstract void | OnObjectiveCompleted (AIObjective objective, T target) |
abstract AIObjective | ObjectiveConstructor (T target) |
abstract bool | Filter (T target) |
Properties | |
override Identifier | Identifier = "find thieves".ToIdentifier() [get, set] |
override float | IgnoreListClearInterval [get] |
override bool | IgnoreUnsafeHulls [get] |
override float | TargetUpdateTimeMultiplier [get] |
float??? | InspectProbability [get] |
Chance of inspecting a valid target. The NPC won't try to inspect that target again for inspectionInterval regardless if the target is inspected or not. More... | |
Properties inherited from Barotrauma.AIObjectiveLoop< Character > | |
HashSet< T > | Targets [get] |
Dictionary< T, AIObjective > | Objectives [get] |
virtual float | TargetUpdateTimeMultiplier [get] |
virtual float | IgnoreListClearInterval [get] |
HashSet< T > | ReportedTargets [get] |
override bool | CanBeCompleted [get] |
override bool | AbandonWhenCannotCompleteSubjectives [get] |
override bool | AllowSubObjectiveSorting [get] |
override bool | AllowWhileHandcuffed [get] |
virtual bool | InverseTargetEvaluation [get] |
virtual bool | ResetWhenClearingIgnoreList [get] |
virtual bool | ForceOrderPriority [get] |
virtual int | MaxTargets [get] |
override bool | IsLoop [get, set] |
Additional Inherited Members | |
Protected Attributes inherited from Barotrauma.AIObjectiveLoop< Character > | |
HashSet< T > | ignoreList |
float | targetUpdateTimer |
Definition at line 8 of file AIObjectiveFindThieves.cs.
Barotrauma.AIObjectiveFindThieves.AIObjectiveFindThieves | ( | Character | character, |
AIObjectiveManager | objectiveManager, | ||
float | priorityModifier = 1 |
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Definition at line 59 of file AIObjectiveFindThieves.cs.
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protected |
Definition at line 62 of file AIObjectiveFindThieves.cs.
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protectedvirtual |
List of all possible items of the specified type. Used for filtering the removed objectives.
Implements Barotrauma.AIObjectiveLoop< Character >.
void Barotrauma.AIObjectiveFindThieves.InspectEveryone | ( | ) |
Definition at line 83 of file AIObjectiveFindThieves.cs.
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protected |
Definition at line 90 of file AIObjectiveFindThieves.cs.
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protected |
Definition at line 147 of file AIObjectiveFindThieves.cs.
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protectedvirtual |
Implements Barotrauma.AIObjectiveLoop< Character >.
Definition at line 78 of file AIObjectiveFindThieves.cs.
override void Barotrauma.AIObjectiveFindThieves.Update | ( | float | deltaTime | ) |
Definition at line 104 of file AIObjectiveFindThieves.cs.
float Barotrauma.AIObjectiveFindThieves.InspectDistance = DefaultInspectDistance |
How close the NPC must be to the target to the inspect them? You can use high values to make the NPC systematically go through targets no matter where they are, and low values to check targets they happen to come across.
Definition at line 22 of file AIObjectiveFindThieves.cs.
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getset |
Definition at line 10 of file AIObjectiveFindThieves.cs.
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getprotected |
Definition at line 11 of file AIObjectiveFindThieves.cs.
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get |
Definition at line 12 of file AIObjectiveFindThieves.cs.
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get |
Chance of inspecting a valid target. The NPC won't try to inspect that target again for inspectionInterval regardless if the target is inspected or not.
Definition at line 29 of file AIObjectiveFindThieves.cs.
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getprotected |
Definition at line 14 of file AIObjectiveFindThieves.cs.