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| IndoorsSteeringManager (ISteerable host, bool canOpenDoors, bool canBreakDoors) |
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override void | Update (float speed) |
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void | SetPath (Vector2 targetPos, SteeringPath path) |
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void | ResetPath () |
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void | SteeringSeekSimple (Vector2 targetSimPos, float weight=1) |
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void | 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) |
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Ladder | GetCurrentLadder () |
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Ladder | GetNextLadder () |
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bool | CanAccessDoor (Door door, Func< Controller, bool > buttonFilter=null) |
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void | Wander (float deltaTime, float wallAvoidDistance=150, bool stayStillInTightSpace=true) |
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| SteeringManager (ISteerable host) |
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void | SteeringSeek (Vector2 targetSimPos, float weight=1) |
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void | SteeringWander (float weight=1, bool avoidWanderingOutsideLevel=false) |
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void | SteeringAvoid (float deltaTime, float lookAheadDistance, float weight=1) |
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void | SteeringManual (float deltaTime, Vector2 velocity) |
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void | Reset () |
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void | ResetX () |
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void | ResetY () |
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override Vector2 | DoSteeringSeek (Vector2 target, float weight) |
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virtual Vector2 | DoSteeringWander (float weight, bool avoidWanderingOutsideLevel) |
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virtual Vector2 | DoSteeringAvoid (float deltaTime, float lookAheadDistance, float weight, Vector2? heading=null) |
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Definition at line 10 of file IndoorsSteeringManager.cs.
◆ IndoorsSteeringManager()
Barotrauma.IndoorsSteeringManager.IndoorsSteeringManager |
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ISteerable |
host, |
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bool |
canOpenDoors, |
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bool |
canBreakDoors |
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) |
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◆ CanAccessDoor()
bool Barotrauma.IndoorsSteeringManager.CanAccessDoor |
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Door |
door, |
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Func< Controller, bool > |
buttonFilter = null |
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) |
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◆ DoSteeringSeek()
override Vector2 Barotrauma.IndoorsSteeringManager.DoSteeringSeek |
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Vector2 |
target, |
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float |
weight |
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) |
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protectedvirtual |
◆ GetCurrentLadder()
Ladder Barotrauma.IndoorsSteeringManager.GetCurrentLadder |
( |
| ) |
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◆ GetNextLadder()
Ladder Barotrauma.IndoorsSteeringManager.GetNextLadder |
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| ) |
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◆ ResetPath()
void Barotrauma.IndoorsSteeringManager.ResetPath |
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| ) |
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◆ SetPath()
void Barotrauma.IndoorsSteeringManager.SetPath |
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Vector2 |
targetPos, |
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SteeringPath |
path |
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) |
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◆ SteeringSeek()
void Barotrauma.IndoorsSteeringManager.SteeringSeek |
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Vector2 |
target, |
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float |
weight, |
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float |
minGapWidth = 0 , |
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Func< PathNode, bool > |
startNodeFilter = null , |
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Func< PathNode, bool > |
endNodeFilter = null , |
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Func< PathNode, bool > |
nodeFilter = null , |
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bool |
checkVisiblity = true |
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) |
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◆ SteeringSeekSimple()
void Barotrauma.IndoorsSteeringManager.SteeringSeekSimple |
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Vector2 |
targetSimPos, |
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float |
weight = 1 |
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) |
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◆ Update()
override void Barotrauma.IndoorsSteeringManager.Update |
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float |
speed | ) |
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virtual |
◆ Wander()
void Barotrauma.IndoorsSteeringManager.Wander |
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float |
deltaTime, |
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float |
wallAvoidDistance = 150 , |
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bool |
stayStillInTightSpace = true |
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) |
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◆ smallRoomSize
float Barotrauma.IndoorsSteeringManager.smallRoomSize = 500 |
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static |
◆ CanBreakDoors
bool Barotrauma.IndoorsSteeringManager.CanBreakDoors |
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getset |
◆ CurrentPath
◆ IsCurrentNodeLadder
bool Barotrauma.IndoorsSteeringManager.IsCurrentNodeLadder |
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get |
◆ IsNextLadderSameAsCurrent
bool Barotrauma.IndoorsSteeringManager.IsNextLadderSameAsCurrent |
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get |
◆ IsNextNodeLadder
bool Barotrauma.IndoorsSteeringManager.IsNextNodeLadder |
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get |
◆ IsPathDirty
bool Barotrauma.IndoorsSteeringManager.IsPathDirty |
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get |
◆ PathFinder
PathFinder Barotrauma.IndoorsSteeringManager.PathFinder |
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get |
◆ PathHasStairs
bool Barotrauma.IndoorsSteeringManager.PathHasStairs |
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get |