Shooter Template
1.2.3
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Public Types | |
enum | CompanionState { CompanionState.None, CompanionState.Follow, CompanionState.MoveTo, CompanionState.Stay } |
Public Types inherited from Invector.vCharacterController.AI.v_AIMotor | |
enum | AIStates { AIStates.Idle, AIStates.PatrolSubPoints, AIStates.PatrolWaypoints, AIStates.Chase } |
Public Types inherited from Invector.vCharacterController.vCharacter | |
enum | DeathBy { DeathBy.Animation, DeathBy.AnimationWithRagdoll, DeathBy.Ragdoll } |
Public Member Functions | |
void | SetMoveTo (Transform _target) |
Sets the target Move to. More... | |
Public Member Functions inherited from Invector.vCharacterController.AI.v_AIController | |
virtual void | SetCurrentTarget (Transform target) |
virtual void | RemoveCurrentTarget () |
virtual void | AddTagsToDetect (string tag) |
virtual void | RemoveTagToDetect (string tag) |
void | FinishAttack () |
void | OnEnableAttack () |
void | OnDisableAttack () |
void | ResetAttackTriggers () |
void | BreakAttack (int breakAtkID) |
void | OnRecoil (int recoilID) |
void | OnReceiveAttack (vDamage damage, vIMeleeFighter attacker) |
Public Member Functions inherited from Invector.vCharacterController.AI.v_AIAnimator | |
void | UpdateAnimator (float _speed, float _direction) |
void | MeleeAttack () |
Trigger the Attack animation More... | |
void | TriggerRecoil (int recoil_id) |
Trigger Recoil Animation - It's Called at the MeleeWeapon More... | |
Public Member Functions inherited from Invector.vCharacterController.AI.v_AIMotor | |
override void | Init () |
bool | AgentDone () |
bool | AgentStopping () |
int | GetRandonSide () |
void | CheckAutoCrouch () |
bool | onFovAngle () |
Calculate Fov Angle More... | |
void | CheckTarget () |
Target Detection More... | |
override void | TakeDamage (vDamage damage) |
TAKE DAMAGE - you can override the take damage method from the vCharacter and add your own calls More... | |
override void | ResetRagdoll () |
override void | EnableRagdoll () |
Public Member Functions inherited from Invector.vHealthController | |
virtual void | ChangeHealth (int value) |
Change the currentHealth of Character More... | |
virtual void | ChangeMaxHealth (int value) |
Change the MaxHealth of Character More... | |
Protected Member Functions | |
void | LateUpdate () |
override void | Start () |
IEnumerator | CompanionStateRoutine () |
override v_AICompanion.StateRoutine() ps: this rotine work with internal while loop More... | |
IEnumerator | Stay () |
override v_AICompanion.Idle() More... | |
override void | SetAgressive (bool value) |
Protected Member Functions inherited from Invector.vCharacterController.AI.v_AIController | |
override void | Start () |
void | FixedUpdate () |
void | SetTarget () |
IEnumerator | FindTarget () |
virtual IEnumerator | DestinationBehaviour () |
virtual void | UpdateDestination (Vector3 position) |
void | CheckIsOnNavMesh () |
IEnumerator | StateRoutine () |
IEnumerator | Idle () |
IEnumerator | Chase () |
IEnumerator | PatrolSubPoints () |
IEnumerator | PatrolWaypoints () |
IEnumerator | MeleeAttackRotine () |
Protected Member Functions inherited from Invector.vCharacterController.AI.v_AIAnimator | |
void | RollAnimation () |
Protected Member Functions inherited from Invector.vCharacterController.AI.v_AIMotor | |
void | CheckGroundDistance () |
void | RemoveComponents () |
override void | TriggerDamageReaction (vDamage damage) |
bool | CheckChanceToRoll () |
IEnumerator | CheckChanceToBlock (float chance, float timeToEnter) |
IEnumerator | ResetBlock () |
Protected Member Functions inherited from Invector.vCharacterController.vCharacter | |
virtual void | OnTriggerEnter (Collider other) |
virtual void | OnTriggerStay (Collider other) |
virtual void | OnTriggerExit (Collider other) |
Protected Member Functions inherited from Invector.vHealthController | |
virtual IEnumerator | RecoverHealth () |
virtual void | HealthRecovery () |
Properties | |
override float | maxSpeed [get] |
Properties inherited from Invector.vCharacterController.AI.v_AIController | |
vICharacter | character [get] |
Properties inherited from Invector.vCharacterController.AI.v_AIAnimator | |
virtual float | maxSpeed [get] |
Properties inherited from Invector.vCharacterController.AI.v_AIMotor | |
bool | isBlocking [get, protected set] |
bool | isAttacking [get, protected set] |
bool | isArmed [get] |
bool | actions [get] |
float | distanceToAttack [get] |
bool | OnCombatArea [get] |
bool | OnStrafeArea [get] |
float | TargetDistance [get] |
Transform | headTarget [get] |
Properties inherited from Invector.vCharacterController.vCharacter | |
Animator | animator [get] |
bool | ragdolled [get, set] |
OnActiveRagdoll | onActiveRagdoll [get, protected set] |
Properties inherited from Invector.vHealthController | |
int | MaxHealth [get, protected set] |
float | currentHealth [get, protected set] |
bool | isDead [get, set] |
OnReceiveDamage | onReceiveDamage [get, protected set] |
OnDead | onDead [get, protected set] |
virtual bool | canRecoverHealth [get] |
Properties inherited from Invector.vIHealthController | |
OnDead | onDead [get] |
float | currentHealth [get] |
int | MaxHealth [get] |
bool | isDead [get, set] |
Properties inherited from Invector.vIDamageReceiver | |
OnReceiveDamage | onReceiveDamage [get] |
Transform | transform [get] |
GameObject | gameObject [get] |
Properties inherited from Invector.vCharacterController.vICharacter | |
OnActiveRagdoll | onActiveRagdoll [get] |
Animator | animator [get] |
bool | ragdolled [get, set] |
Properties inherited from Invector.vEventSystems.vIMeleeFighter | |
bool | isAttacking [get] |
bool | isArmed [get] |
bool | isBlocking [get] |
Transform | transform [get] |
GameObject | gameObject [get] |
vCharacterController.vICharacter | character [get] |
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protected |
override v_AICompanion.StateRoutine() ps: this rotine work with internal while loop
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protected |
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protectedvirtual |
Reimplemented from Invector.vCharacterController.AI.v_AIMotor.
void Invector.vCharacterController.AI.v_AICompanion.SetMoveTo | ( | Transform | _target | ) |
Sets the target Move to.
_target | Target. |
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protectedvirtual |
Reimplemented from Invector.vHealthController.
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protected |
override v_AICompanion.Idle()
Transform Invector.vCharacterController.AI.v_AICompanion.companion |
float Invector.vCharacterController.AI.v_AICompanion.companionMaxDistance = 10f |
CompanionState Invector.vCharacterController.AI.v_AICompanion.companionState = CompanionState.Follow |
string Invector.vCharacterController.AI.v_AICompanion.companionTag = "Player" |
bool Invector.vCharacterController.AI.v_AICompanion.debug = true |
UnityEngine.UI.Text Invector.vCharacterController.AI.v_AICompanion.debugUIText |
float Invector.vCharacterController.AI.v_AICompanion.followSpeed = 1f |
float Invector.vCharacterController.AI.v_AICompanion.followStopDistance = 2f |
float Invector.vCharacterController.AI.v_AICompanion.moveToSpeed = 1f |
float Invector.vCharacterController.AI.v_AICompanion.moveToStopDistance = 0.5f |
Transform Invector.vCharacterController.AI.v_AICompanion.moveToTarget |
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getprotected |