|
| bool | HasValidPath (bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) |
| | Is the current path valid, using the provided parameters.
|
| |
| | AIController (Character c) |
| |
| virtual void | OnHealed (Character healer, float healAmount) |
| |
| virtual void | OnAttacked (Character attacker, AttackResult attackResult) |
| |
| virtual void | SelectTarget (AITarget target) |
| |
| virtual void | Update (float deltaTime) |
| |
| virtual void | Reset () |
| |
| void | FaceTarget (ISpatialEntity target) |
| |
| virtual bool | SteerThroughGap (Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) |
| |
| virtual bool | SteerThroughGap (Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) |
| |
| bool | CanPassThroughHole (Structure wall, int sectionIndex, int requiredHoleCount) |
| |
| bool | TakeItem (Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null) |
| |
| void | UnequipEmptyItems (Item parentItem, bool avoidDroppingInSea=true) |
| |
| void | UnequipContainedItems (Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null) |
| |
| void | ReequipUnequipped () |
| |
| bool | Escape (float deltaTime) |
| |
| void | ResetEscape () |
| |
◆ AIController()
| Barotrauma.AIController.AIController |
( |
Character | c | ) |
|
◆ CanPassThroughHole()
| bool Barotrauma.AIController.CanPassThroughHole |
( |
Structure | wall, |
|
|
int | sectionIndex, |
|
|
int | requiredHoleCount ) |
◆ Escape()
| bool Barotrauma.AIController.Escape |
( |
float | deltaTime | ) |
|
|
abstract |
◆ FaceTarget()
◆ HasValidPath()
| bool Barotrauma.AIController.HasValidPath |
( |
bool | requireNonDirty = true, |
|
|
bool | requireUnfinished = true, |
|
|
Func< WayPoint, bool > | nodePredicate = null ) |
Is the current path valid, using the provided parameters.
- Parameters
-
| requireNonDirty | |
| requireUnfinished | |
| nodePredicate | |
- Returns
- When nodePredicate is defined, returns false if any of the nodes fails to match the predicate.
◆ IsWallDisabled()
| bool Barotrauma.AIController.IsWallDisabled |
( |
Structure | wall | ) |
|
|
protected |
◆ OnAttacked()
◆ OnHealed()
| virtual void Barotrauma.AIController.OnHealed |
( |
Character | healer, |
|
|
float | healAmount ) |
|
virtual |
◆ OnStateChanged()
| virtual void Barotrauma.AIController.OnStateChanged |
( |
AIState | from, |
|
|
AIState | to ) |
|
protectedvirtual |
◆ OnTargetChanged()
| virtual void Barotrauma.AIController.OnTargetChanged |
( |
AITarget | previousTarget, |
|
|
AITarget | newTarget ) |
|
protectedvirtual |
◆ ReequipUnequipped()
| void Barotrauma.AIController.ReequipUnequipped |
( |
| ) |
|
◆ Reset()
| virtual void Barotrauma.AIController.Reset |
( |
| ) |
|
|
virtual |
◆ ResetAITarget()
| void Barotrauma.AIController.ResetAITarget |
( |
| ) |
|
|
protected |
◆ ResetEscape()
| void Barotrauma.AIController.ResetEscape |
( |
| ) |
|
◆ SelectTarget()
| virtual void Barotrauma.AIController.SelectTarget |
( |
AITarget | target | ) |
|
|
virtual |
◆ SteerThroughGap() [1/2]
| virtual bool Barotrauma.AIController.SteerThroughGap |
( |
Gap | gap, |
|
|
Vector2 | targetWorldPos, |
|
|
float | deltaTime, |
|
|
float | maxDistance = -1 ) |
|
virtual |
◆ SteerThroughGap() [2/2]
◆ TakeItem()
| bool Barotrauma.AIController.TakeItem |
( |
Item | item, |
|
|
CharacterInventory | targetInventory, |
|
|
bool | equip, |
|
|
bool | wear = false, |
|
|
bool | dropOtherIfCannotMove = true, |
|
|
bool | allowSwapping = false, |
|
|
bool | storeUnequipped = false, |
|
|
IEnumerable< Identifier > | targetTags = null ) |
◆ UnequipContainedItems() [1/2]
| static void Barotrauma.AIController.UnequipContainedItems |
( |
Character | character, |
|
|
Item | parentItem, |
|
|
Func< Item, bool > | predicate, |
|
|
bool | avoidDroppingInSea = true, |
|
|
int? | unequipMax = null ) |
|
static |
◆ UnequipContainedItems() [2/2]
| void Barotrauma.AIController.UnequipContainedItems |
( |
Item | parentItem, |
|
|
Func< Item, bool > | predicate = null, |
|
|
bool | avoidDroppingInSea = true, |
|
|
int? | unequipMax = null ) |
◆ UnequipEmptyItems() [1/2]
| static void Barotrauma.AIController.UnequipEmptyItems |
( |
Character | character, |
|
|
Item | parentItem, |
|
|
bool | avoidDroppingInSea = true ) |
|
static |
◆ UnequipEmptyItems() [2/2]
| void Barotrauma.AIController.UnequipEmptyItems |
( |
Item | parentItem, |
|
|
bool | avoidDroppingInSea = true ) |
◆ Update()
| virtual void Barotrauma.AIController.Update |
( |
float | deltaTime | ) |
|
|
virtual |
◆ UpdateEscape()
| bool Barotrauma.AIController.UpdateEscape |
( |
float | deltaTime, |
|
|
bool | canAttackDoors ) |
|
protected |
◆ _lastAiTarget
| AITarget Barotrauma.AIController._lastAiTarget |
|
protected |
◆ _previousAiTarget
| AITarget Barotrauma.AIController._previousAiTarget |
|
protected |
◆ _selectedAiTarget
| AITarget Barotrauma.AIController._selectedAiTarget |
|
protected |
◆ allGapsSearched
| bool Barotrauma.AIController.allGapsSearched |
|
protected |
◆ avoidLookAheadDistance
| readonly float Barotrauma.AIController.avoidLookAheadDistance |
|
protected |
◆ Character
| readonly Character Barotrauma.AIController.Character |
◆ colliderLength
| readonly float Barotrauma.AIController.colliderLength |
|
protected |
◆ colliderWidth
| readonly float Barotrauma.AIController.colliderWidth |
|
protected |
◆ Enabled
| bool Barotrauma.AIController.Enabled |
◆ minGapSize
| readonly float Barotrauma.AIController.minGapSize |
|
protected |
◆ steeringManager
◆ unreachableGaps
| readonly HashSet<Gap> Barotrauma.AIController.unreachableGaps = new HashSet<Gap>() |
|
protected |
◆ CanEnterSubmarine
◆ CanFlip
| virtual bool Barotrauma.AIController.CanFlip |
|
get |
◆ EscapeTarget
| Gap Barotrauma.AIController.EscapeTarget |
|
get |
◆ IsCurrentPathFinished
| bool Barotrauma.AIController.IsCurrentPathFinished |
|
get |
◆ IsCurrentPathNullOrUnreachable
| bool Barotrauma.AIController.IsCurrentPathNullOrUnreachable |
|
get |
◆ IsCurrentPathUnreachable
| bool Barotrauma.AIController.IsCurrentPathUnreachable |
|
get |
◆ IsMentallyUnstable
| virtual bool Barotrauma.AIController.IsMentallyUnstable |
|
get |
◆ IsSteeringThroughGap
| bool Barotrauma.AIController.IsSteeringThroughGap |
|
getprotected set |
◆ IsTryingToSteerThroughGap
| bool Barotrauma.AIController.IsTryingToSteerThroughGap |
|
getprotected set |
◆ SelectedAiTarget
| AITarget Barotrauma.AIController.SelectedAiTarget |
|
getprotected set |
◆ SimPosition
| Vector2 Barotrauma.AIController.SimPosition |
|
get |
◆ Steering
| Vector2 Barotrauma.AIController.Steering |
|
getset |
◆ SteeringManager
◆ Velocity
| Vector2 Barotrauma.AIController.Velocity |
|
get |
◆ VisibleHulls
| IEnumerable<Hull> Barotrauma.AIController.VisibleHulls |
|
get |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls.
◆ WorldPosition
| Vector2 Barotrauma.AIController.WorldPosition |
|
get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/AIController.cs