AvoidDir | Barotrauma.SteeringManager | |
AvoidLookAheadPos | Barotrauma.SteeringManager | |
AvoidRayCastHitPosition | Barotrauma.SteeringManager | |
CanAccessDoor(Door door, Func< Controller, bool > buttonFilter=null) | Barotrauma.IndoorsSteeringManager | |
CanBreakDoors | Barotrauma.IndoorsSteeringManager | |
CircleDistance | Barotrauma.SteeringManager | protectedstatic |
CircleRadius | Barotrauma.SteeringManager | protectedstatic |
CurrentPath | Barotrauma.IndoorsSteeringManager | |
DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight, Vector2? heading=null) | Barotrauma.SteeringManager | protectedvirtual |
DoSteeringSeek(Vector2 target, float weight) | Barotrauma.IndoorsSteeringManager | protectedvirtual |
DoSteeringWander(float weight, bool avoidWanderingOutsideLevel) | Barotrauma.SteeringManager | protectedvirtual |
GetCurrentLadder() | Barotrauma.IndoorsSteeringManager | |
GetNextLadder() | Barotrauma.IndoorsSteeringManager | |
host | Barotrauma.SteeringManager | protected |
IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) | Barotrauma.IndoorsSteeringManager | |
IsCurrentNodeLadder | Barotrauma.IndoorsSteeringManager | |
IsNextLadderSameAsCurrent | Barotrauma.IndoorsSteeringManager | |
IsNextNodeLadder | Barotrauma.IndoorsSteeringManager | |
IsPathDirty | Barotrauma.IndoorsSteeringManager | |
PathFinder | Barotrauma.IndoorsSteeringManager | |
PathHasStairs | Barotrauma.IndoorsSteeringManager | |
RayCastInterval | Barotrauma.SteeringManager | protectedstatic |
Reset() | Barotrauma.SteeringManager | |
ResetPath() | Barotrauma.IndoorsSteeringManager | |
ResetX() | Barotrauma.SteeringManager | |
ResetY() | Barotrauma.SteeringManager | |
SetPath(Vector2 targetPos, SteeringPath path) | Barotrauma.IndoorsSteeringManager | |
smallRoomSize | Barotrauma.IndoorsSteeringManager | static |
steering | Barotrauma.SteeringManager | protected |
SteeringAvoid(float deltaTime, float lookAheadDistance, float weight=1) | Barotrauma.SteeringManager | |
SteeringManager(ISteerable host) | Barotrauma.SteeringManager | |
SteeringManual(float deltaTime, Vector2 velocity) | Barotrauma.SteeringManager | |
SteeringSeek(Vector2 target, float weight, float minGapWidth=0, Func< PathNode, bool > startNodeFilter=null, Func< PathNode, bool > endNodeFilter=null, Func< PathNode, bool > nodeFilter=null, bool checkVisiblity=true) | Barotrauma.IndoorsSteeringManager | |
Barotrauma::SteeringManager.SteeringSeek(Vector2 targetSimPos, float weight=1) | Barotrauma.SteeringManager | |
SteeringSeekSimple(Vector2 targetSimPos, float weight=1) | Barotrauma.IndoorsSteeringManager | |
SteeringWander(float weight=1, bool avoidWanderingOutsideLevel=false) | Barotrauma.SteeringManager | |
Update(float speed) | Barotrauma.IndoorsSteeringManager | virtual |
Wander(float deltaTime, float wallAvoidDistance=150, bool stayStillInTightSpace=true) | Barotrauma.IndoorsSteeringManager | |
WanderAngle | Barotrauma.SteeringManager | |