1 using Microsoft.Xna.Framework;
11 get {
return aiController; }
15 : base(prefab, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll, spawnInitialItems)
20 partial
void InitProjSpecific();
29 this.aiController = aiController;
30 if (aiController !=
null)
38 base.Update(deltaTime, cam);
43 enemyAi.PetBehavior?.Update(deltaTime);
76 aiController.
Update(deltaTime);
void SetAI(AIController aiController)
AICharacter(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isNetworkPlayer=false, RagdollParams ragdoll=null, bool spawnInitialItems=true)
override void Update(float deltaTime, Camera cam)
virtual void Update(float deltaTime)
virtual void OnAttacked(Character attacker, AttackResult attackResult)
readonly CharacterParams Params
bool IsRemotelyControlled
Is the character controlled remotely (either by another player, or a server-side AIController)
OnAttackedHandler OnAttacked
static Character Controlled
float GetDistanceSqrToClosestPlayer()
How far the character is from the closest human player (including spectators)
bool IsRemotePlayer
Is the character controlled by another human player (should always be false in single player)
Stores information about the Character that is needed between rounds in the menu etc....
const ushort NullEntityID
static NetworkMember NetworkMember
bool? SimplePhysicsEnabled