Definition at line 8 of file AITarget.cs.
◆ TargetType
Enumerator |
---|
Any | |
HumanOnly | |
EnemyOnly | |
Definition at line 142 of file AITarget.cs.
◆ AITarget() [1/2]
Barotrauma.AITarget.AITarget |
( |
Entity |
e, |
|
|
XElement |
element |
|
) |
| |
◆ AITarget() [2/2]
Barotrauma.AITarget.AITarget |
( |
Entity |
e | ) |
|
◆ DecreaseSightRange()
void Barotrauma.AITarget.DecreaseSightRange |
( |
float |
deltaTime, |
|
|
float |
speed = 1 |
|
) |
| |
◆ DecreaseSoundRange()
void Barotrauma.AITarget.DecreaseSoundRange |
( |
float |
deltaTime, |
|
|
float |
speed = 1 |
|
) |
| |
◆ HasSector()
bool Barotrauma.AITarget.HasSector |
( |
| ) |
|
◆ IncreaseSightRange()
void Barotrauma.AITarget.IncreaseSightRange |
( |
float |
deltaTime, |
|
|
float |
speed = 1 |
|
) |
| |
◆ IncreaseSoundRange()
void Barotrauma.AITarget.IncreaseSoundRange |
( |
float |
deltaTime, |
|
|
float |
speed = 1 |
|
) |
| |
◆ IsWithinSector()
bool Barotrauma.AITarget.IsWithinSector |
( |
Vector2 |
worldPosition | ) |
|
◆ Remove()
void Barotrauma.AITarget.Remove |
( |
| ) |
|
◆ Reset()
void Barotrauma.AITarget.Reset |
( |
| ) |
|
◆ Update()
void Barotrauma.AITarget.Update |
( |
float |
deltaTime | ) |
|
◆ InDetectableSetTime
double Barotrauma.AITarget.InDetectableSetTime |
◆ List
◆ MaxSoundRange
float Barotrauma.AITarget.MaxSoundRange = 100000 |
◆ MinSoundRange
float Barotrauma.AITarget.MinSoundRange |
◆ SonarIconIdentifier
Identifier Barotrauma.AITarget.SonarIconIdentifier |
◆ SonarLabel
◆ Entity
Entity Barotrauma.AITarget.Entity |
|
get |
◆ FadeOutTime
float Barotrauma.AITarget.FadeOutTime = 2 |
|
get |
How long does it take for the ai target to fade out if not kept alive.
Definition at line 28 of file AITarget.cs.
◆ InDetectable
bool Barotrauma.AITarget.InDetectable |
|
getset |
Should be reset to false each frame and kept indetectable by e.g. a status effect.
Definition at line 110 of file AITarget.cs.
◆ NeedsUpdate
bool Barotrauma.AITarget.NeedsUpdate = true |
|
get |
Does the AI target do something that requires Update() to be called (e.g. static targets don't need to be updated)
Definition at line 134 of file AITarget.cs.
◆ SectorDegrees
float Barotrauma.AITarget.SectorDegrees |
|
getset |
◆ SectorDir
Vector2? Barotrauma.AITarget.SectorDir |
|
getset |
◆ SightRange
float Barotrauma.AITarget.SightRange |
|
getset |
◆ SimPosition
Vector2 Barotrauma.AITarget.SimPosition |
|
get |
◆ SonarDisruption
float Barotrauma.AITarget.SonarDisruption |
|
getset |
◆ SoundRange
float Barotrauma.AITarget.SoundRange |
|
getset |
◆ Static
bool Barotrauma.AITarget.Static |
|
get |
◆ StaticSight
bool Barotrauma.AITarget.StaticSight |
|
get |
◆ StaticSound
bool Barotrauma.AITarget.StaticSound |
|
get |
◆ Type
◆ WorldPosition
Vector2 Barotrauma.AITarget.WorldPosition |
|
get |