AbandonWhenCannotCompleteSubjectives | Barotrauma.AIObjectiveLoop< Character > | |
Act(float deltaTime) | Barotrauma.AIObjectiveLoop< Character > | protected |
AddTarget(T target) | Barotrauma.AIObjectiveLoop< Character > | |
AIObjectiveLoop(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default) | Barotrauma.AIObjectiveLoop< Character > | |
AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier=1) | Barotrauma.AIObjectiveRescueAll | |
AllowInAnySub | Barotrauma.AIObjectiveRescueAll | |
AllowOutsideSubmarine | Barotrauma.AIObjectiveRescueAll | |
AllowSubObjectiveSorting | Barotrauma.AIObjectiveLoop< Character > | |
AllowWhileHandcuffed | Barotrauma.AIObjectiveLoop< Character > | |
CanBeCompleted | Barotrauma.AIObjectiveLoop< Character > | |
CheckObjectiveSpecific() | Barotrauma.AIObjectiveLoop< Character > | protected |
CreateObjectives() | Barotrauma.AIObjectiveLoop< Character > | protectedvirtual |
Filter(Character target) | Barotrauma.AIObjectiveRescueAll | protected |
AIObjectiveLoop< Character >.Filter(T target) | Barotrauma.AIObjectiveLoop< Character > | protectedpure virtual |
FindTargets() | Barotrauma.AIObjectiveLoop< Character > | protectedvirtual |
ForceOrderPriority | Barotrauma.AIObjectiveLoop< Character > | protected |
ForceRun | Barotrauma.AIObjectiveRescueAll | |
GetList() | Barotrauma.AIObjectiveRescueAll | protectedvirtual |
GetPriority() | Barotrauma.AIObjectiveLoop< Character > | protected |
GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold) | Barotrauma.AIObjectiveRescueAll | static |
GetVitalityFactor(Character character) | Barotrauma.AIObjectiveRescueAll | static |
GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target) | Barotrauma.AIObjectiveRescueAll | static |
Identifier | Barotrauma.AIObjectiveRescueAll | |
ignoreList | Barotrauma.AIObjectiveLoop< Character > | protected |
IgnoreListClearInterval | Barotrauma.AIObjectiveLoop< Character > | protected |
InverseTargetEvaluation | Barotrauma.AIObjectiveRescueAll | |
IsLoop | Barotrauma.AIObjectiveLoop< Character > | |
IsValidTarget(Character target, Character character, out bool ignoredAsMinorWounds) | Barotrauma.AIObjectiveRescueAll | static |
MaxTargets | Barotrauma.AIObjectiveLoop< Character > | protected |
ObjectiveConstructor(Character target) | Barotrauma.AIObjectiveRescueAll | protected |
AIObjectiveLoop< Character >.ObjectiveConstructor(T target) | Barotrauma.AIObjectiveLoop< Character > | protectedpure virtual |
Objectives | Barotrauma.AIObjectiveLoop< Character > | |
OnObjectiveCompleted(AIObjective objective, Character target) | Barotrauma.AIObjectiveRescueAll | protected |
AIObjectiveLoop< Character >.OnObjectiveCompleted(AIObjective objective, T target) | Barotrauma.AIObjectiveLoop< Character > | protectedpure virtual |
ReportedTargets | Barotrauma.AIObjectiveLoop< Character > | |
Reset() | Barotrauma.AIObjectiveLoop< Character > | |
ResetWhenClearingIgnoreList | Barotrauma.AIObjectiveLoop< Character > | protected |
TargetEvaluation() | Barotrauma.AIObjectiveRescueAll | protectedvirtual |
Targets | Barotrauma.AIObjectiveLoop< Character > | |
TargetUpdateTimeMultiplier | Barotrauma.AIObjectiveLoop< Character > | protected |
targetUpdateTimer | Barotrauma.AIObjectiveLoop< Character > | protected |
Update(float deltaTime) | Barotrauma.AIObjectiveLoop< Character > | |
UpdateTargets() | Barotrauma.AIObjectiveLoop< Character > | protected |