Barotrauma Client Doc
Barotrauma.EnemyAIController Member List

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

_lastAiTargetBarotrauma.AIControllerprotected
_previousAiTargetBarotrauma.AIControllerprotected
_selectedAiTargetBarotrauma.AIControllerprotected
ActiveAttackBarotrauma.EnemyAIController
AIController(Character c)Barotrauma.AIController
AimRangedAttack(Attack attack, Entity targetEntity)Barotrauma.EnemyAIController
AIParamsBarotrauma.EnemyAIController
allGapsSearchedBarotrauma.AIControllerprotected
AttackHumansBarotrauma.EnemyAIController
AttackLimbBarotrauma.EnemyAIController
AttackRoomsBarotrauma.EnemyAIController
avoidLookAheadDistanceBarotrauma.AIControllerprotected
CanAttackDoorsBarotrauma.EnemyAIController
CanEnterSubmarineBarotrauma.EnemyAIController
CanFlipBarotrauma.EnemyAIController
CanPassThroughHole(Structure wall, int sectionIndex)Barotrauma.EnemyAIController
Barotrauma::AIController.CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)Barotrauma.AIController
CharacterBarotrauma.AIController
colliderLengthBarotrauma.AIControllerprotected
colliderWidthBarotrauma.AIControllerprotected
CombatStrengthBarotrauma.EnemyAIController
DebugDraw(SpriteBatch spriteBatch)Barotrauma.EnemyAIControllervirtual
DisableEnemyAIBarotrauma.EnemyAIControllerstatic
EnabledBarotrauma.AIController
EnemyAIController(Character c, string seed)Barotrauma.EnemyAIController
Escape(float deltaTime)Barotrauma.EnemyAIControllervirtual
EscapeTargetBarotrauma.AIController
FaceTarget(ISpatialEntity target)Barotrauma.AIController
GetTargetLimb(Limb attackLimb, Character target, LimbType targetLimbType=LimbType.None)Barotrauma.EnemyAIController
HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null)Barotrauma.AIController
IgnoreTarget(AITarget target)Barotrauma.EnemyAIController
IsBeingChasedBy(Character c)Barotrauma.EnemyAIController
IsCurrentPathFinishedBarotrauma.AIController
IsCurrentPathNullOrUnreachableBarotrauma.AIController
IsCurrentPathUnreachableBarotrauma.AIController
IsLatchedTo(Character target, Character character)Barotrauma.EnemyAIControllerstatic
IsLatchedToSomeoneElse(Character target, Character character)Barotrauma.EnemyAIControllerstatic
IsMentallyUnstableBarotrauma.AIController
IsSteeringThroughGapBarotrauma.AIController
IsTargetBeingChasedBy(Character target, Character character)Barotrauma.EnemyAIControllerstatic
IsTryingToSteerThroughGapBarotrauma.AIController
IsWallDisabled(Structure wall)Barotrauma.AIControllerprotected
LatchOntoAIBarotrauma.EnemyAIController
LaunchTrigger(StatusEffect.AITrigger trigger)Barotrauma.EnemyAIController
minGapSizeBarotrauma.AIControllerprotected
OnAttacked(Character attacker, AttackResult attackResult)Barotrauma.EnemyAIControllervirtual
OnHealed(Character healer, float healAmount)Barotrauma.AIControllervirtual
OnStateChanged(AIState from, AIState to)Barotrauma.EnemyAIControllerprotectedvirtual
OnTargetChanged(AITarget previousTarget, AITarget newTarget)Barotrauma.EnemyAIControllerprotectedvirtual
PetBehaviorBarotrauma.EnemyAIController
PreviousStateBarotrauma.EnemyAIController
PriorityFearIncrementBarotrauma.EnemyAIController
ReequipUnequipped()Barotrauma.AIController
ReevaluateAttacks()Barotrauma.EnemyAIController
Reset()Barotrauma.AIControllervirtual
ResetAITarget()Barotrauma.AIControllerprotected
ResetEscape()Barotrauma.AIController
ReverseBarotrauma.EnemyAIController
SelectedAiTargetBarotrauma.AIController
SelectedTargetingParamsBarotrauma.EnemyAIController
SelectedTargetMemoryBarotrauma.EnemyAIController
SelectTarget(AITarget target)Barotrauma.EnemyAIControllervirtual
SelectTarget(AITarget target, float priority)Barotrauma.EnemyAIController
SimPositionBarotrauma.AIController
StateBarotrauma.EnemyAIController
SteeringBarotrauma.AIController
SteeringManagerBarotrauma.AIController
steeringManagerBarotrauma.AIControllerprotected
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)Barotrauma.EnemyAIControllervirtual
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1)Barotrauma.EnemyAIControllervirtual
SwarmBehaviorBarotrauma.EnemyAIController
TakeItem(Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null)Barotrauma.AIController
TargetOutpostsBarotrauma.EnemyAIController
UnattackableSubmarinesBarotrauma.EnemyAIController
UnequipContainedItems(Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null)Barotrauma.AIController
UnequipContainedItems(Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null)Barotrauma.AIControllerstatic
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIController
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIControllerstatic
unreachableGapsBarotrauma.AIControllerprotected
Update(float deltaTime)Barotrauma.EnemyAIControllervirtual
UpdateEscape(float deltaTime, bool canAttackDoors)Barotrauma.AIControllerprotected
UpdateTargets(out CharacterParams.TargetParams targetingParams)Barotrauma.EnemyAIController
VelocityBarotrauma.AIController
VisibleHullsBarotrauma.AIController
WorldPositionBarotrauma.AIController