Barotrauma Client
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Makes an NPC switch to a combat state (with options for different kinds of behaviors, such as offensive, arresting or retreating). More...
Public Member Functions | |
CombatAction (ScriptedEvent parentEvent, ContentXElement element) | |
override void | Update (float deltaTime) |
override bool | IsFinished (ref string goTo) |
override void | Reset () |
override string | ToDebugString () |
Rich test to display in debugdraw. | |
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EventAction (ScriptedEvent parentEvent, ContentXElement element) | |
bool | IsFinished (ref string goToLabel) |
Has the action finished. | |
virtual bool | SetGoToTarget (string goTo) |
void | Reset () |
virtual bool | CanBeFinished () |
virtual IEnumerable< EventAction > | GetSubActions () |
Properties | |
AIObjectiveCombat.CombatMode | CombatMode [get, set] |
bool | IsInstigator [get, set] |
AIObjectiveCombat.CombatMode | GuardReaction [get, set] |
AIObjectiveCombat.CombatMode | WitnessReaction [get, set] |
Identifier | NPCTag [get, set] |
Identifier | EnemyTag [get, set] |
float | CoolDown [get, set] |
Additional Inherited Members | |
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static EventAction | Instantiate (ScriptedEvent scriptedEvent, ContentXElement element) |
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readonly ScriptedEvent | ParentEvent |
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void | ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag) |
string | GetEventDebugName () |
Makes an NPC switch to a combat state (with options for different kinds of behaviors, such as offensive, arresting or retreating).
Barotrauma.CombatAction.CombatAction | ( | ScriptedEvent | parentEvent, |
ContentXElement | element ) |
override bool Barotrauma.CombatAction.IsFinished | ( | ref string | goTo | ) |
override void Barotrauma.CombatAction.Reset | ( | ) |
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Rich test to display in debugdraw.
Reimplemented from Barotrauma.EventAction.
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Reimplemented from Barotrauma.EventAction.
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