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| AIParams (ContentXElement element, CharacterParams character) |
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bool | TryAddEmptyTarget (out TargetParams targetParams) |
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bool | TryAddNewTarget (string tag, AIState state, float priority, out TargetParams targetParams) |
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bool | TryAddNewTarget (Identifier tag, AIState state, float priority, out TargetParams targetParams) |
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bool | HasTag (string tag) |
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bool | HasTag (Identifier tag) |
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bool | RemoveTarget (TargetParams target) |
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bool | TryGetTarget (string targetTag, out TargetParams target) |
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bool | TryGetTarget (Identifier targetTag, out TargetParams target) |
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bool | TryGetTarget (Character targetCharacter, out TargetParams target) |
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bool | TryGetTarget (IEnumerable< Identifier > tags, out TargetParams target) |
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TargetParams | GetTarget (string targetTag, bool throwError=true) |
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TargetParams | GetTarget (Identifier targetTag, bool throwError=true) |
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| SubParam (ContentXElement element, CharacterParams character) |
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virtual bool | Deserialize (bool recursive=true) |
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virtual bool | Serialize (bool recursive=true) |
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virtual void | Reset () |
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override string | Name [get] |
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float | CombatStrength [get] |
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float | Sight [get] |
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float | Hearing [get] |
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float | MaxPerceptionDistance [get, set] |
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float | AggressionHurt [get] |
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float | AggressionGreed [get] |
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float | FleeHealthThreshold [get, set] |
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bool | AttackWhenProvoked [get] |
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bool | AvoidGunfire [get] |
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float | DamageThreshold [get] |
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float | AvoidTime [get] |
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float | MinFleeTime [get] |
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bool | AggressiveBoarding [get] |
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bool | EnforceAggressiveBehaviorForMissions [get] |
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bool | TargetOuterWalls [get] |
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bool | RandomAttack [get] |
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bool | CanOpenDoors [get] |
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bool | UsePathFindingToGetInside [get, set] |
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bool | KeepDoorsClosed [get] |
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bool | AvoidAbyss [get, set] |
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bool | StayInAbyss [get, set] |
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bool | PatrolFlooded [get, set] |
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bool | PatrolDry [get, set] |
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float | StartAggression [get] |
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float | MaxAggression [get] |
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float | AggressionCumulation [get] |
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WallTargetingMethod | WallTargetingMethod [get] |
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IEnumerable< TargetParams > | Targets [get] |
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virtual string | Name [get, set] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
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ContentXElement | Element [get, set] |
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List< SubParam > | SubParams = new List<SubParam>() [get, set] |
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CharacterParams | Character [get] |
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◆ AIParams()
◆ GetTarget() [1/2]
TargetParams Barotrauma.CharacterParams.AIParams.GetTarget |
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Identifier | targetTag, |
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bool | throwError = true ) |
◆ GetTarget() [2/2]
TargetParams Barotrauma.CharacterParams.AIParams.GetTarget |
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string | targetTag, |
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bool | throwError = true ) |
◆ HasTag() [1/2]
bool Barotrauma.CharacterParams.AIParams.HasTag |
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Identifier | tag | ) |
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◆ HasTag() [2/2]
bool Barotrauma.CharacterParams.AIParams.HasTag |
( |
string | tag | ) |
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◆ RemoveTarget()
bool Barotrauma.CharacterParams.AIParams.RemoveTarget |
( |
TargetParams | target | ) |
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◆ TryAddEmptyTarget()
bool Barotrauma.CharacterParams.AIParams.TryAddEmptyTarget |
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out TargetParams | targetParams | ) |
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◆ TryAddNewTarget() [1/2]
bool Barotrauma.CharacterParams.AIParams.TryAddNewTarget |
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Identifier | tag, |
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AIState | state, |
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float | priority, |
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out TargetParams | targetParams ) |
◆ TryAddNewTarget() [2/2]
bool Barotrauma.CharacterParams.AIParams.TryAddNewTarget |
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string | tag, |
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AIState | state, |
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float | priority, |
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out TargetParams | targetParams ) |
◆ TryGetTarget() [1/4]
bool Barotrauma.CharacterParams.AIParams.TryGetTarget |
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Character | targetCharacter, |
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out TargetParams | target ) |
◆ TryGetTarget() [2/4]
bool Barotrauma.CharacterParams.AIParams.TryGetTarget |
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Identifier | targetTag, |
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out TargetParams | target ) |
◆ TryGetTarget() [3/4]
bool Barotrauma.CharacterParams.AIParams.TryGetTarget |
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IEnumerable< Identifier > | tags, |
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out TargetParams | target ) |
◆ TryGetTarget() [4/4]
bool Barotrauma.CharacterParams.AIParams.TryGetTarget |
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string | targetTag, |
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out TargetParams | target ) |
◆ targets
◆ AggressionCumulation
float Barotrauma.CharacterParams.AIParams.AggressionCumulation |
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get |
◆ AggressionGreed
float Barotrauma.CharacterParams.AIParams.AggressionGreed |
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get |
◆ AggressionHurt
float Barotrauma.CharacterParams.AIParams.AggressionHurt |
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get |
◆ AggressiveBoarding
bool Barotrauma.CharacterParams.AIParams.AggressiveBoarding |
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get |
◆ AttackWhenProvoked
bool Barotrauma.CharacterParams.AIParams.AttackWhenProvoked |
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get |
◆ AvoidAbyss
bool Barotrauma.CharacterParams.AIParams.AvoidAbyss |
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getset |
◆ AvoidGunfire
bool Barotrauma.CharacterParams.AIParams.AvoidGunfire |
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get |
◆ AvoidTime
float Barotrauma.CharacterParams.AIParams.AvoidTime |
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get |
◆ CanOpenDoors
bool Barotrauma.CharacterParams.AIParams.CanOpenDoors |
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get |
◆ CombatStrength
float Barotrauma.CharacterParams.AIParams.CombatStrength |
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get |
◆ DamageThreshold
float Barotrauma.CharacterParams.AIParams.DamageThreshold |
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get |
◆ EnforceAggressiveBehaviorForMissions
bool Barotrauma.CharacterParams.AIParams.EnforceAggressiveBehaviorForMissions |
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get |
◆ FleeHealthThreshold
float Barotrauma.CharacterParams.AIParams.FleeHealthThreshold |
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getset |
◆ Hearing
float Barotrauma.CharacterParams.AIParams.Hearing |
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get |
◆ KeepDoorsClosed
bool Barotrauma.CharacterParams.AIParams.KeepDoorsClosed |
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get |
◆ MaxAggression
float Barotrauma.CharacterParams.AIParams.MaxAggression |
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get |
◆ MaxPerceptionDistance
float Barotrauma.CharacterParams.AIParams.MaxPerceptionDistance |
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getset |
◆ MinFleeTime
float Barotrauma.CharacterParams.AIParams.MinFleeTime |
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get |
◆ Name
override string Barotrauma.CharacterParams.AIParams.Name |
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get |
◆ PatrolDry
bool Barotrauma.CharacterParams.AIParams.PatrolDry |
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getset |
◆ PatrolFlooded
bool Barotrauma.CharacterParams.AIParams.PatrolFlooded |
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getset |
◆ RandomAttack
bool Barotrauma.CharacterParams.AIParams.RandomAttack |
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get |
◆ Sight
float Barotrauma.CharacterParams.AIParams.Sight |
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get |
◆ StartAggression
float Barotrauma.CharacterParams.AIParams.StartAggression |
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get |
◆ StayInAbyss
bool Barotrauma.CharacterParams.AIParams.StayInAbyss |
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getset |
◆ TargetOuterWalls
bool Barotrauma.CharacterParams.AIParams.TargetOuterWalls |
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get |
◆ Targets
IEnumerable<TargetParams> Barotrauma.CharacterParams.AIParams.Targets |
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get |
◆ UsePathFindingToGetInside
bool Barotrauma.CharacterParams.AIParams.UsePathFindingToGetInside |
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getset |
◆ WallTargetingMethod
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/Params/CharacterParams.cs