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| IndoorsSteeringManager (ISteerable host, bool canOpenDoors, bool canBreakDoors) |
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override void | Update (float speed) |
| - Parameters
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speed | Update speed for the steering. Should normally match the characters current animation speed. |
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void | SetPath (Vector2 targetPos, SteeringPath path) |
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void | ResetPath () |
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void | SteeringSeekSimple (Vector2 targetSimPos, float weight=1) |
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void | SteeringSeek (Vector2 target, float weight, float minGapWidth=0, Func< PathNode, bool > startNodeFilter=null, Func< PathNode, bool > endNodeFilter=null, Func< PathNode, bool > nodeFilter=null, bool checkVisiblity=true) |
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Ladder | GetCurrentLadder () |
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Ladder | GetNextLadder () |
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bool | CanAccessDoor (Door door, Func< Controller, bool > buttonFilter=null) |
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void | Wander (float deltaTime, float wallAvoidDistance=150, bool stayStillInTightSpace=true) |
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| SteeringManager (ISteerable host) |
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void | SteeringSeek (Vector2 targetSimPos, float weight=1) |
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void | SteeringWander (float weight=1, bool avoidWanderingOutsideLevel=false) |
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void | SteeringAvoid (float deltaTime, float lookAheadDistance, float weight=1) |
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void | SteeringManual (float deltaTime, Vector2 velocity) |
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void | Reset () |
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void | ResetX () |
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void | ResetY () |
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◆ IndoorsSteeringManager()
Barotrauma.IndoorsSteeringManager.IndoorsSteeringManager |
( |
ISteerable | host, |
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bool | canOpenDoors, |
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bool | canBreakDoors ) |
◆ CanAccessDoor()
bool Barotrauma.IndoorsSteeringManager.CanAccessDoor |
( |
Door | door, |
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Func< Controller, bool > | buttonFilter = null ) |
◆ DoSteeringSeek()
override Vector2 Barotrauma.IndoorsSteeringManager.DoSteeringSeek |
( |
Vector2 | target, |
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float | weight ) |
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protectedvirtual |
◆ GetCurrentLadder()
Ladder Barotrauma.IndoorsSteeringManager.GetCurrentLadder |
( |
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◆ GetNextLadder()
Ladder Barotrauma.IndoorsSteeringManager.GetNextLadder |
( |
| ) |
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◆ ResetPath()
void Barotrauma.IndoorsSteeringManager.ResetPath |
( |
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◆ SetPath()
◆ SteeringSeek()
void Barotrauma.IndoorsSteeringManager.SteeringSeek |
( |
Vector2 | target, |
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float | weight, |
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float | minGapWidth = 0, |
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Func< PathNode, bool > | startNodeFilter = null, |
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Func< PathNode, bool > | endNodeFilter = null, |
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Func< PathNode, bool > | nodeFilter = null, |
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bool | checkVisiblity = true ) |
◆ SteeringSeekSimple()
void Barotrauma.IndoorsSteeringManager.SteeringSeekSimple |
( |
Vector2 | targetSimPos, |
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float | weight = 1 ) |
◆ Update()
override void Barotrauma.IndoorsSteeringManager.Update |
( |
float | speed | ) |
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virtual |
- Parameters
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speed | Update speed for the steering. Should normally match the characters current animation speed. |
Reimplemented from Barotrauma.SteeringManager.
◆ Wander()
void Barotrauma.IndoorsSteeringManager.Wander |
( |
float | deltaTime, |
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float | wallAvoidDistance = 150, |
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bool | stayStillInTightSpace = true ) |
◆ smallRoomSize
float Barotrauma.IndoorsSteeringManager.smallRoomSize = 500 |
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static |
◆ CanBreakDoors
bool Barotrauma.IndoorsSteeringManager.CanBreakDoors |
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getset |
◆ CurrentPath
◆ IsCurrentNodeLadder
bool Barotrauma.IndoorsSteeringManager.IsCurrentNodeLadder |
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get |
◆ IsNextLadderSameAsCurrent
bool Barotrauma.IndoorsSteeringManager.IsNextLadderSameAsCurrent |
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get |
◆ IsNextNodeLadder
bool Barotrauma.IndoorsSteeringManager.IsNextNodeLadder |
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get |
◆ IsPathDirty
bool Barotrauma.IndoorsSteeringManager.IsPathDirty |
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get |
◆ PathFinder
PathFinder Barotrauma.IndoorsSteeringManager.PathFinder |
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get |
◆ PathHasStairs
bool Barotrauma.IndoorsSteeringManager.PathHasStairs |
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get |
Returns true if any node in the path is in stairs.
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/IndoorsSteeringManager.cs