_lastAiTarget | Barotrauma.AIController | protected |
_previousAiTarget | Barotrauma.AIController | protected |
_selectedAiTarget | Barotrauma.AIController | protected |
ActiveAttack | Barotrauma.EnemyAIController | |
AIController(Character c) | Barotrauma.AIController | |
AimRangedAttack(Attack attack, Entity targetEntity) | Barotrauma.EnemyAIController | |
AIParams | Barotrauma.EnemyAIController | |
allGapsSearched | Barotrauma.AIController | protected |
AttackHumans | Barotrauma.EnemyAIController | |
AttackLimb | Barotrauma.EnemyAIController | |
AttackRooms | Barotrauma.EnemyAIController | |
avoidLookAheadDistance | Barotrauma.AIController | protected |
CanAttackDoors | Barotrauma.EnemyAIController | |
CanEnterSubmarine | Barotrauma.EnemyAIController | |
CanFlip | Barotrauma.EnemyAIController | |
CanPassThroughHole(Structure wall, int sectionIndex) | Barotrauma.EnemyAIController | |
Barotrauma::AIController.CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount) | Barotrauma.AIController | |
Character | Barotrauma.AIController | |
colliderLength | Barotrauma.AIController | protected |
colliderWidth | Barotrauma.AIController | protected |
CombatStrength | Barotrauma.EnemyAIController | |
DebugDraw(SpriteBatch spriteBatch) | Barotrauma.EnemyAIController | virtual |
DisableEnemyAI | Barotrauma.EnemyAIController | static |
Enabled | Barotrauma.AIController | |
EnemyAIController(Character c, string seed) | Barotrauma.EnemyAIController | |
Escape(float deltaTime) | Barotrauma.EnemyAIController | virtual |
EscapeTarget | Barotrauma.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 | |
IsCurrentPathFinished | Barotrauma.AIController | |
IsCurrentPathNullOrUnreachable | Barotrauma.AIController | |
IsCurrentPathUnreachable | Barotrauma.AIController | |
IsLatchedTo(Character target, Character character) | Barotrauma.EnemyAIController | static |
IsLatchedToSomeoneElse(Character target, Character character) | Barotrauma.EnemyAIController | static |
IsMentallyUnstable | Barotrauma.AIController | |
IsSteeringThroughGap | Barotrauma.AIController | |
IsTargetBeingChasedBy(Character target, Character character) | Barotrauma.EnemyAIController | static |
IsTryingToSteerThroughGap | Barotrauma.AIController | |
IsWallDisabled(Structure wall) | Barotrauma.AIController | protected |
LatchOntoAI | Barotrauma.EnemyAIController | |
LaunchTrigger(StatusEffect.AITrigger trigger) | Barotrauma.EnemyAIController | |
minGapSize | Barotrauma.AIController | protected |
OnAttacked(Character attacker, AttackResult attackResult) | Barotrauma.EnemyAIController | virtual |
OnHealed(Character healer, float healAmount) | Barotrauma.AIController | virtual |
OnStateChanged(AIState from, AIState to) | Barotrauma.EnemyAIController | protectedvirtual |
OnTargetChanged(AITarget previousTarget, AITarget newTarget) | Barotrauma.EnemyAIController | protectedvirtual |
PetBehavior | Barotrauma.EnemyAIController | |
PreviousState | Barotrauma.EnemyAIController | |
PriorityFearIncrement | Barotrauma.EnemyAIController | |
ReequipUnequipped() | Barotrauma.AIController | |
ReevaluateAttacks() | Barotrauma.EnemyAIController | |
Reset() | Barotrauma.AIController | virtual |
ResetAITarget() | Barotrauma.AIController | protected |
ResetEscape() | Barotrauma.AIController | |
Reverse | Barotrauma.EnemyAIController | |
SelectedAiTarget | Barotrauma.AIController | |
SelectedTargetingParams | Barotrauma.EnemyAIController | |
SelectedTargetMemory | Barotrauma.EnemyAIController | |
SelectTarget(AITarget target) | Barotrauma.EnemyAIController | virtual |
SelectTarget(AITarget target, float priority) | Barotrauma.EnemyAIController | |
SimPosition | Barotrauma.AIController | |
State | Barotrauma.EnemyAIController | |
Steering | Barotrauma.AIController | |
SteeringManager | Barotrauma.AIController | |
steeringManager | Barotrauma.AIController | protected |
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) | Barotrauma.EnemyAIController | virtual |
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) | Barotrauma.EnemyAIController | virtual |
SwarmBehavior | Barotrauma.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 | |
TargetOutposts | Barotrauma.EnemyAIController | |
UnattackableSubmarines | Barotrauma.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.AIController | static |
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | |
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | static |
unreachableGaps | Barotrauma.AIController | protected |
Update(float deltaTime) | Barotrauma.EnemyAIController | virtual |
UpdateEscape(float deltaTime, bool canAttackDoors) | Barotrauma.AIController | protected |
UpdateTargets(out CharacterParams.TargetParams targetingParams) | Barotrauma.EnemyAIController | |
Velocity | Barotrauma.AIController | |
VisibleHulls | Barotrauma.AIController | |
WorldPosition | Barotrauma.AIController | |