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| | AIObjectiveIdle (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1) |
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| void | CalculatePriority (float max=0) |
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| override void | Update (float deltaTime) |
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| void | Wander (float deltaTime) |
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| void | FaceTargetAndWait (ISpatialEntity target, float waitTime) |
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| override void | Reset () |
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| override void | OnDeselected () |
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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 | OnSelected () |
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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 float | GetPriority () |
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| override void | Act (float deltaTime) |
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| void | HandleNonAllowed () |
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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 = "idle".ToIdentifier() [get, set] |
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| override bool | AllowAutomaticItemUnequipping [get] |
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| override bool | AllowInAnySub [get] |
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| BehaviorType | Behavior [get, set] |
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| Hull | TargetHull [get, set] |
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| override bool | CanBeCompleted [get] |
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| override bool | IsLoop [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 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 AIObjectiveIdle.cs.
◆ BehaviorType
◆ AIObjectiveIdle()
◆ Act()
| override void Barotrauma.AIObjectiveIdle.Act |
( |
float |
deltaTime | ) |
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protectedvirtual |
◆ CalculatePriority()
| void Barotrauma.AIObjectiveIdle.CalculatePriority |
( |
float |
max = 0 | ) |
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◆ CheckObjectiveSpecific()
| override bool Barotrauma.AIObjectiveIdle.CheckObjectiveSpecific |
( |
| ) |
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protectedvirtual |
◆ FaceTargetAndWait()
| void Barotrauma.AIObjectiveIdle.FaceTargetAndWait |
( |
ISpatialEntity |
target, |
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float |
waitTime |
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) |
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◆ GetPriority()
| override float Barotrauma.AIObjectiveIdle.GetPriority |
( |
| ) |
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protectedvirtual |
◆ IsForbidden()
| static bool Barotrauma.AIObjectiveIdle.IsForbidden |
( |
Hull |
hull | ) |
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static |
◆ OnDeselected()
| override void Barotrauma.AIObjectiveIdle.OnDeselected |
( |
| ) |
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virtual |
◆ Reset()
| override void Barotrauma.AIObjectiveIdle.Reset |
( |
| ) |
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virtual |
◆ Update()
| override void Barotrauma.AIObjectiveIdle.Update |
( |
float |
deltaTime | ) |
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virtual |
◆ Wander()
| void Barotrauma.AIObjectiveIdle.Wander |
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float |
deltaTime | ) |
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◆ PreferredOutpostModuleTypes
| readonly HashSet<Identifier> Barotrauma.AIObjectiveIdle.PreferredOutpostModuleTypes = new HashSet<Identifier>() |
◆ AllowAutomaticItemUnequipping
| override bool Barotrauma.AIObjectiveIdle.AllowAutomaticItemUnequipping |
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get |
◆ AllowInAnySub
| override bool Barotrauma.AIObjectiveIdle.AllowInAnySub |
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get |
◆ Behavior
◆ CanBeCompleted
| override bool Barotrauma.AIObjectiveIdle.CanBeCompleted |
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get |
◆ Identifier
| override Identifier Barotrauma.AIObjectiveIdle.Identifier = "idle".ToIdentifier() |
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getset |
◆ IsLoop
| override bool Barotrauma.AIObjectiveIdle.IsLoop |
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getset |
◆ TargetHull
| Hull Barotrauma.AIObjectiveIdle.TargetHull |
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getset |