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static void | SavePets (XElement petsElement) |
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static void | LoadPets (XElement petsElement) |
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float | Hunger [get, set] |
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float | Happiness [get, set] |
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float | UnhappyThreshold [get, set] |
| At which point is the pet considered "unhappy" (playing unhappy sounds and showing the icon)
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float | HappyThreshold [get, set] |
| At which point is the pet considered "happy" (playing happy sounds and showing the icon)
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float | MaxHappiness [get, set] |
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float | HungryThreshold [get, set] |
| At which point is the pet considered "hungry" (playing unhappy sounds and showing the icon)
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float | MaxHunger [get, set] |
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float | HappinessDecreaseRate [get, set] |
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float | HungerIncreaseRate [get, set] |
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float | PlayForce [get, set] |
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float | PlayTimer [get, set] |
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EnemyAIController | AIController = null [get] |
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Character | Owner [get, set] |
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◆ StatusIndicatorType
Enumerator |
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None | |
Happy | |
Sad | |
Hungry | |
◆ PetBehavior()
Barotrauma.PetBehavior.PetBehavior |
( |
XElement | element, |
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EnemyAIController | aiController ) |
◆ GetCurrentStatusIndicatorType()
◆ GetTagName()
string Barotrauma.PetBehavior.GetTagName |
( |
| ) |
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◆ LoadPets()
static void Barotrauma.PetBehavior.LoadPets |
( |
XElement | petsElement | ) |
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static |
◆ OnEat() [1/3]
bool Barotrauma.PetBehavior.OnEat |
( |
Character | character | ) |
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◆ OnEat() [2/3]
bool Barotrauma.PetBehavior.OnEat |
( |
Identifier | tag | ) |
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◆ OnEat() [3/3]
bool Barotrauma.PetBehavior.OnEat |
( |
Item | item | ) |
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◆ Play()
void Barotrauma.PetBehavior.Play |
( |
Character | player | ) |
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◆ SavePets()
static void Barotrauma.PetBehavior.SavePets |
( |
XElement | petsElement | ) |
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static |
◆ Update()
void Barotrauma.PetBehavior.Update |
( |
float | deltaTime | ) |
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◆ AIController
◆ Happiness
float Barotrauma.PetBehavior.Happiness |
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getset |
◆ HappinessDecreaseRate
float Barotrauma.PetBehavior.HappinessDecreaseRate |
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getset |
◆ HappyThreshold
float Barotrauma.PetBehavior.HappyThreshold |
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getset |
At which point is the pet considered "happy" (playing happy sounds and showing the icon)
◆ Hunger
float Barotrauma.PetBehavior.Hunger |
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getset |
◆ HungerIncreaseRate
float Barotrauma.PetBehavior.HungerIncreaseRate |
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getset |
◆ HungryThreshold
float Barotrauma.PetBehavior.HungryThreshold |
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getset |
At which point is the pet considered "hungry" (playing unhappy sounds and showing the icon)
◆ MaxHappiness
float Barotrauma.PetBehavior.MaxHappiness |
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getset |
◆ MaxHunger
float Barotrauma.PetBehavior.MaxHunger |
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getset |
◆ Owner
◆ PlayForce
float Barotrauma.PetBehavior.PlayForce |
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getset |
◆ PlayTimer
float Barotrauma.PetBehavior.PlayTimer |
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getset |
◆ UnhappyThreshold
float Barotrauma.PetBehavior.UnhappyThreshold |
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getset |
At which point is the pet considered "unhappy" (playing unhappy sounds and showing the icon)
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/PetBehavior.cs