Definition at line 11 of file AIObjectiveManager.cs.
◆ ObjectiveType
◆ AIObjectiveManager()
| Barotrauma.AIObjectiveManager.AIObjectiveManager |
( |
Character |
character | ) |
|
◆ AddObjective()
| void Barotrauma.AIObjectiveManager.AddObjective |
( |
AIObjective |
objective | ) |
|
◆ AddObjective< T >() [1/2]
◆ AddObjective< T >() [2/2]
◆ ClearForcedOrder()
| void Barotrauma.AIObjectiveManager.ClearForcedOrder |
( |
| ) |
|
◆ CreateAutonomousObjectives()
| void Barotrauma.AIObjectiveManager.CreateAutonomousObjectives |
( |
| ) |
|
◆ CreateObjective()
| AIObjective Barotrauma.AIObjectiveManager.CreateObjective |
( |
Order |
order, |
|
|
float |
priorityModifier = 1 |
|
) |
| |
◆ DoCurrentObjective()
| void Barotrauma.AIObjectiveManager.DoCurrentObjective |
( |
float |
deltaTime | ) |
|
◆ GetActiveObjective()
| AIObjective Barotrauma.AIObjectiveManager.GetActiveObjective |
( |
| ) |
|
◆ GetActiveObjectives< T >()
| IEnumerable<T> Barotrauma.AIObjectiveManager.GetActiveObjectives< T > |
( |
| ) |
|
Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
Definition at line 679 of file AIObjectiveManager.cs.
◆ GetCurrentOrderInfo()
| Order Barotrauma.AIObjectiveManager.GetCurrentOrderInfo |
( |
| ) |
|
◆ GetCurrentPriority()
| float Barotrauma.AIObjectiveManager.GetCurrentPriority |
( |
| ) |
|
◆ GetFirstActiveObjective< T >()
| T Barotrauma.AIObjectiveManager.GetFirstActiveObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentObjective | |
| T | : | GetSubObjectivesRecursive | |
| T | : | includingSelf | |
| T | : | true | |
| T | : | FirstOrDefault | |
| T | : | so | |
| T | : | so | |
| T | : | is | |
| T | : | T | |
| T | : | as | |
| T | : | T | |
◆ GetLastActiveObjective< T >()
| T Barotrauma.AIObjectiveManager.GetLastActiveObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentObjective | |
| T | : | GetSubObjectivesRecursive | |
| T | : | includingSelf | |
| T | : | true | |
| T | : | LastOrDefault | |
| T | : | so | |
| T | : | so | |
| T | : | is | |
| T | : | T | |
| T | : | as | |
| T | : | T | |
◆ GetObjective< T >()
| T Barotrauma.AIObjectiveManager.GetObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | Objectives.FirstOrDefault | |
| T | : | o | |
| T | : | o | |
| T | : | is | |
| T | : | T | |
| T | : | as | |
| T | : | T | |
◆ GetOrder< T >()
| T Barotrauma.AIObjectiveManager.GetOrder< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentOrders.FirstOrDefault | |
| T | : | o | |
| T | : | o.Objective | |
| T | : | is | |
| T | : | T | |
| T | : | Objective | |
| T | : | as | |
| T | : | T | |
◆ GetOrderPriority()
| float Barotrauma.AIObjectiveManager.GetOrderPriority |
( |
AIObjective |
objective | ) |
|
◆ HasActiveObjective< T >()
| bool Barotrauma.AIObjectiveManager.HasActiveObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentObjective | |
| T | : | is | |
| T | : | T | |
| T | : | CurrentObjective | |
| T | : | null | |
| T | : | CurrentObjective.GetSubObjectivesRecursive() | |
| T | : | Any | |
| T | : | so | |
| T | : | so | |
| T | : | is | |
| T | : | T | |
◆ HasOrder< T >()
| bool Barotrauma.AIObjectiveManager.HasOrder< T > |
( |
Func< T, bool > |
predicate = null | ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | ForcedOrder | |
| T | : | is | |
| T | : | T | |
| T | : | forcedOrder | |
| T | : | predicate | |
| T | : | null | |
| T | : | predicate | |
| T | : | forcedOrder | |
| T | : | CurrentOrders.Any | |
| T | : | o | |
| T | : | o.Objective | |
| T | : | is | |
| T | : | T | |
| T | : | order | |
| T | : | predicate | |
| T | : | null | |
| T | : | predicate | |
| T | : | order | |
◆ HasOrders()
| bool Barotrauma.AIObjectiveManager.HasOrders |
( |
| ) |
|
◆ IsActiveObjective< T >()
| bool Barotrauma.AIObjectiveManager.IsActiveObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | GetActiveObjective() | |
| T | : | is | |
| T | : | T | |
◆ IsCurrentObjective< T >()
| bool Barotrauma.AIObjectiveManager.IsCurrentObjective< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentObjective | |
| T | : | is | |
| T | : | T | |
◆ IsCurrentOrder< T >()
| bool Barotrauma.AIObjectiveManager.IsCurrentOrder< T > |
( |
| ) |
|
- Type Constraints
-
| T | : | AIObjective | |
| T | : | CurrentOrder | |
| T | : | is | |
| T | : | T | |
◆ IsOrder()
| bool Barotrauma.AIObjectiveManager.IsOrder |
( |
AIObjective |
objective | ) |
|
◆ SetForcedOrder()
| void Barotrauma.AIObjectiveManager.SetForcedOrder |
( |
AIObjective |
objective | ) |
|
◆ SetOrder()
| void Barotrauma.AIObjectiveManager.SetOrder |
( |
Order |
order, |
|
|
bool |
speak |
|
) |
| |
◆ SortObjectives()
| void Barotrauma.AIObjectiveManager.SortObjectives |
( |
| ) |
|
◆ UpdateObjectives()
| void Barotrauma.AIObjectiveManager.UpdateObjectives |
( |
float |
deltaTime | ) |
|
◆ baseDevotion
| const float Barotrauma.AIObjectiveManager.baseDevotion = 5 |
|
static |
◆ EmergencyObjectivePriority
| const float Barotrauma.AIObjectiveManager.EmergencyObjectivePriority = 90 |
|
static |
◆ HighestOrderPriority
| const float Barotrauma.AIObjectiveManager.HighestOrderPriority = 70 |
|
static |
◆ LowestOrderPriority
| const float Barotrauma.AIObjectiveManager.LowestOrderPriority = 60 |
|
static |
◆ MaxObjectivePriority
| const float Barotrauma.AIObjectiveManager.MaxObjectivePriority = 100 |
|
static |
◆ RunPriority
| const float Barotrauma.AIObjectiveManager.RunPriority = 50 |
|
static |
◆ CurrentObjective
| AIObjective Barotrauma.AIObjectiveManager.CurrentObjective |
|
get |
◆ CurrentOrder
| AIObjective?? Barotrauma.AIObjectiveManager.CurrentOrder |
|
get |
◆ CurrentOrders
| List<Order> Barotrauma.AIObjectiveManager.CurrentOrders = new List<Order>() |
|
get |
◆ DelayedObjectives
◆ FailedAutonomousObjectives
| bool Barotrauma.AIObjectiveManager.FailedAutonomousObjectives |
|
get |
◆ ForcedOrder
◆ HumanAIController
◆ Objectives
◆ WaitTimer
| float? Barotrauma.AIObjectiveManager.WaitTimer |
|
getset |
When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
Definition at line 44 of file AIObjectiveManager.cs.