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Barotrauma.IndoorsSteeringManager Class Reference
Inheritance diagram for Barotrauma.IndoorsSteeringManager:
Barotrauma.SteeringManager

Public Member Functions

 IndoorsSteeringManager (ISteerable host, bool canOpenDoors, bool canBreakDoors)
 
override void Update (float speed)
 
Parameters
speedUpdate speed for the steering. Should normally match the characters current animation speed.

 
void SetPath (Vector2 targetPos, SteeringPath path)
 
void ResetPath ()
 
void SteeringSeekSimple (Vector2 targetSimPos, float weight=1)
 
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)
 
Ladder GetCurrentLadder ()
 
Ladder GetNextLadder ()
 
bool CanAccessDoor (Door door, Func< Controller, bool > buttonFilter=null)
 
void Wander (float deltaTime, float wallAvoidDistance=150, bool stayStillInTightSpace=true)
 
- Public Member Functions inherited from Barotrauma.SteeringManager
 SteeringManager (ISteerable host)
 
void SteeringSeek (Vector2 targetSimPos, float weight=1)
 
void SteeringWander (float weight=1, bool avoidWanderingOutsideLevel=false)
 
void SteeringAvoid (float deltaTime, float lookAheadDistance, float weight=1)
 
void SteeringManual (float deltaTime, Vector2 velocity)
 
void Reset ()
 
void ResetX ()
 
void ResetY ()
 

Static Public Attributes

static float smallRoomSize = 500
 

Protected Member Functions

override Vector2 DoSteeringSeek (Vector2 target, float weight)
 
- Protected Member Functions inherited from Barotrauma.SteeringManager
virtual Vector2 DoSteeringWander (float weight, bool avoidWanderingOutsideLevel)
 
virtual Vector2 DoSteeringAvoid (float deltaTime, float lookAheadDistance, float weight, Vector2? heading=null)
 

Properties

bool CanBreakDoors [get, set]
 
SteeringPath CurrentPath [get]
 
PathFinder PathFinder [get]
 
bool IsPathDirty [get]
 
bool PathHasStairs [get]
 Returns true if any node in the path is in stairs.
 
bool IsCurrentNodeLadder [get]
 
bool IsNextNodeLadder [get]
 
bool IsNextLadderSameAsCurrent [get]
 
- Properties inherited from Barotrauma.SteeringManager
Vector2 AvoidDir [get]
 
Vector2 AvoidRayCastHitPosition [get]
 
Vector2 AvoidLookAheadPos [get]
 
float WanderAngle [get, set]
 

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.SteeringManager
ISteerable host
 
Vector2 steering
 
- Static Protected Attributes inherited from Barotrauma.SteeringManager
const float CircleDistance = 2.5f
 
const float CircleRadius = 0.3f
 
const float RayCastInterval = 0.5f
 

Constructor & Destructor Documentation

◆ IndoorsSteeringManager()

Barotrauma.IndoorsSteeringManager.IndoorsSteeringManager ( ISteerable host,
bool canOpenDoors,
bool canBreakDoors )

Member Function Documentation

◆ CanAccessDoor()

bool Barotrauma.IndoorsSteeringManager.CanAccessDoor ( Door door,
Func< Controller, bool > buttonFilter = null )

◆ DoSteeringSeek()

override Vector2 Barotrauma.IndoorsSteeringManager.DoSteeringSeek ( Vector2 target,
float weight )
protectedvirtual

Reimplemented from Barotrauma.SteeringManager.

◆ GetCurrentLadder()

Ladder Barotrauma.IndoorsSteeringManager.GetCurrentLadder ( )

◆ GetNextLadder()

Ladder Barotrauma.IndoorsSteeringManager.GetNextLadder ( )

◆ ResetPath()

void Barotrauma.IndoorsSteeringManager.ResetPath ( )

◆ SetPath()

void Barotrauma.IndoorsSteeringManager.SetPath ( Vector2 targetPos,
SteeringPath path )

◆ SteeringSeek()

void Barotrauma.IndoorsSteeringManager.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 )

◆ SteeringSeekSimple()

void Barotrauma.IndoorsSteeringManager.SteeringSeekSimple ( Vector2 targetSimPos,
float weight = 1 )

◆ Update()

override void Barotrauma.IndoorsSteeringManager.Update ( float speed)
virtual

Parameters
speedUpdate speed for the steering. Should normally match the characters current animation speed.

Reimplemented from Barotrauma.SteeringManager.

◆ Wander()

void Barotrauma.IndoorsSteeringManager.Wander ( float deltaTime,
float wallAvoidDistance = 150,
bool stayStillInTightSpace = true )

Member Data Documentation

◆ smallRoomSize

float Barotrauma.IndoorsSteeringManager.smallRoomSize = 500
static

Property Documentation

◆ CanBreakDoors

bool Barotrauma.IndoorsSteeringManager.CanBreakDoors
getset

◆ CurrentPath

SteeringPath Barotrauma.IndoorsSteeringManager.CurrentPath
get

◆ IsCurrentNodeLadder

bool Barotrauma.IndoorsSteeringManager.IsCurrentNodeLadder
get

◆ IsNextLadderSameAsCurrent

bool Barotrauma.IndoorsSteeringManager.IsNextLadderSameAsCurrent
get

◆ IsNextNodeLadder

bool Barotrauma.IndoorsSteeringManager.IsNextNodeLadder
get

◆ IsPathDirty

bool Barotrauma.IndoorsSteeringManager.IsPathDirty
get

◆ PathFinder

PathFinder Barotrauma.IndoorsSteeringManager.PathFinder
get

◆ PathHasStairs

bool Barotrauma.IndoorsSteeringManager.PathHasStairs
get

Returns true if any node in the path is in stairs.


The documentation for this class was generated from the following file: