Shooter Template  1.2.3
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Invector.vCharacterController.AI.v_AIController Class Reference
Inheritance diagram for Invector.vCharacterController.AI.v_AIController:
Invector.vCharacterController.AI.v_AIAnimator Invector.vEventSystems.vIMeleeFighter Invector.vCharacterController.AI.v_AIMotor Invector.vEventSystems.vIAttackReceiver Invector.vEventSystems.vIAttackListener Invector.vCharacterController.vCharacter Invector.vHealthController Invector.vCharacterController.vICharacter Invector.vMonoBehaviour Invector.vIHealthController Invector.vIHealthController Invector.vIDamageReceiver Invector.vIDamageReceiver Invector.vCharacterController.AI.v_AICompanion

Public Member Functions

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...
 

Public Attributes

float stateRoutineIteration = 0.15f
 
float destinationRoutineIteration = 0.25f
 
float findTargetIteration = 0.25f
 
float smoothSpeed = 5f
 
UnityEngine.Events.UnityEvent onIdle
 
UnityEngine.Events.UnityEvent onChase
 
UnityEngine.Events.UnityEvent onPatrol
 
- Public Attributes inherited from Invector.vCharacterController.AI.v_AIAnimator
AnimatorStateInfo baseLayerInfo
 
- Public Attributes inherited from Invector.vCharacterController.AI.v_AIMotor
LayerMask groundLayer = 1 << 0
 
LayerMask autoCrouchLayer = 1 << 0
 
float headDetect = 0.95f
 
float patrolSpeed = 0.5f
 
float chaseSpeed = 1f
 
float strafeSpeed = 1f
 
bool strafeSideways = true
 
bool strafeBackward = true
 
float strafeDistance = 3f
 
float minStrafeSwape = 2f
 
float maxStrafeSwape = 5f
 
float strafeRotationSpeed = 5f
 
AIStates currentState = AIStates.PatrolWaypoints
 
v_AISphereSensor sphereSensor
 
vTagMask tagsToDetect = new vTagMask { "Player" }
 
LayerMask layersToDetect = 1<<0
 
LayerMask obstaclesLayer
 
bool sortTargetFromDistance = false
 
float fieldOfView = 95f
 
float maxDetectDistance = 5f
 
float minDetectDistance = 2f
 
float distanceToLostTarget = 20f
 
float chaseStopDistance = 1f
 
bool drawAgentPath = false
 
bool displayGizmos
 
bool passiveToDamage = false
 
bool agressiveAtFirstSight = true
 
float attackRotationSpeed = 0.5f
 
float firstAttackDelay = 0f
 
float minTimeToAttack = 4f
 
float maxTimeToAttack = 6f
 
int maxAttackCount = 3
 
bool randomAttackCount = true
 
float chanceToRoll = .1f
 
float chanceToBlockInStrafe = .1f
 
float chanceToBlockAttack = 0f
 
float raiseShield = 4f
 
float lowerShield = 2f
 
float distanceToChangeWaypoint = 1f
 
float patrollingStopDistance = 0.5f
 
vWaypointArea pathArea
 
bool randomWaypoints
 
vFisherYatesRandom randomWaypoint = new vFisherYatesRandom()
 
vFisherYatesRandom randomPatrolPoint = new vFisherYatesRandom()
 
CapsuleCollider _capsuleCollider
 
v_SpriteHealth healthSlider
 
vMeleeManager meleeManager
 
OnSetAgressiveEvent onSetAgressive = new OnSetAgressiveEvent()
 
bool lockMovement
 
CharacterTarget currentTarget
 
- Public Attributes inherited from Invector.vCharacterController.vCharacter
DeathBy deathBy = DeathBy.Animation
 
bool removeComponentsAfterDie
 
OnActionHandle onActionEnter = new OnActionHandle()
 
OnActionHandle onActionStay = new OnActionHandle()
 
OnActionHandle onActionExit = new OnActionHandle()
 
- Public Attributes inherited from Invector.vHealthController
int maxHealth = 100
 
float healthRecovery = 0f
 
float healthRecoveryDelay = 0f
 
float currentHealthRecoveryDelay
 

Protected Member Functions

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 ()
 
virtual void SetAgressive (bool value)
 
- 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 ()
 

Protected Attributes

AIStates oldState
 
- Protected Attributes inherited from Invector.vCharacterController.AI.v_AIMotor
float groundCheckDistance = 0.5f
 
Vector3 targetPos
 
bool canSeeTarget
 
Vector3 destination
 
Vector3 fwd
 
bool isGrounded
 
bool isStrafing
 
bool inResetAttack
 
bool firstAttack = true
 
int attackCount
 
int currentWaypoint
 
int currentPatrolPoint
 
float direction
 
float timer
 
float fovAngle
 
float sideMovement
 
float strafeSwapeFrequency
 
float groundDistance
 
Vector3 startPosition
 
RaycastHit groundHit
 
NavMeshAgent agent
 
NavMeshPath agentPath
 
Quaternion freeRotation
 
Quaternion desiredRotation
 
Vector3 oldPosition
 
Vector3 combatMovement
 
Vector3 rollDirection
 
Rigidbody _rigidbody
 
PhysicMaterial frictionPhysics
 
Transform head
 
Collider colliderTarget
 
vWaypoint targetWaypoint
 
vPoint targetPatrolPoint
 
List< vPointvisitedPatrolPoint = new List<vPoint>()
 
List< vWaypointvisitedWaypoint = new List<vWaypoint>()
 
bool isCrouched
 
- Protected Attributes inherited from Invector.vCharacterController.vCharacter
OnActiveRagdoll _onActiveRagdoll = new OnActiveRagdoll()
 
vAnimatorParameter hitDirectionHash
 
vAnimatorParameter reactionIDHash
 
vAnimatorParameter triggerReactionHash
 
vAnimatorParameter triggerResetStateHash
 
vAnimatorParameter recoilIDHash
 
vAnimatorParameter triggerRecoilHash
 
bool isInit
 
- Protected Attributes inherited from Invector.vHealthController
bool _isDead
 
float _currentHealth
 
OnReceiveDamage _onReceiveDamage = new OnReceiveDamage()
 
OnDead _onDead = new OnDead()
 

Properties

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]
 

Additional Inherited Members

- 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 }
 

Member Function Documentation

◆ AddTagsToDetect()

virtual void Invector.vCharacterController.AI.v_AIController.AddTagsToDetect ( string  tag)
virtual

◆ BreakAttack()

void Invector.vCharacterController.AI.v_AIController.BreakAttack ( int  breakAtkID)

◆ Chase()

IEnumerator Invector.vCharacterController.AI.v_AIController.Chase ( )
protected

◆ CheckIsOnNavMesh()

void Invector.vCharacterController.AI.v_AIController.CheckIsOnNavMesh ( )
protected

◆ DestinationBehaviour()

virtual IEnumerator Invector.vCharacterController.AI.v_AIController.DestinationBehaviour ( )
protectedvirtual

◆ FindTarget()

IEnumerator Invector.vCharacterController.AI.v_AIController.FindTarget ( )
protected

◆ FinishAttack()

void Invector.vCharacterController.AI.v_AIController.FinishAttack ( )

◆ FixedUpdate()

void Invector.vCharacterController.AI.v_AIController.FixedUpdate ( )
protected

◆ Idle()

IEnumerator Invector.vCharacterController.AI.v_AIController.Idle ( )
protected

◆ MeleeAttackRotine()

IEnumerator Invector.vCharacterController.AI.v_AIController.MeleeAttackRotine ( )
protected

◆ OnDisableAttack()

void Invector.vCharacterController.AI.v_AIController.OnDisableAttack ( )

◆ OnEnableAttack()

void Invector.vCharacterController.AI.v_AIController.OnEnableAttack ( )

◆ OnReceiveAttack()

void Invector.vCharacterController.AI.v_AIController.OnReceiveAttack ( vDamage  damage,
vIMeleeFighter  attacker 
)

◆ OnRecoil()

void Invector.vCharacterController.AI.v_AIController.OnRecoil ( int  recoilID)

◆ PatrolSubPoints()

IEnumerator Invector.vCharacterController.AI.v_AIController.PatrolSubPoints ( )
protected

◆ PatrolWaypoints()

IEnumerator Invector.vCharacterController.AI.v_AIController.PatrolWaypoints ( )
protected

◆ RemoveCurrentTarget()

virtual void Invector.vCharacterController.AI.v_AIController.RemoveCurrentTarget ( )
virtual

◆ RemoveTagToDetect()

virtual void Invector.vCharacterController.AI.v_AIController.RemoveTagToDetect ( string  tag)
virtual

◆ ResetAttackTriggers()

void Invector.vCharacterController.AI.v_AIController.ResetAttackTriggers ( )

◆ SetCurrentTarget()

virtual void Invector.vCharacterController.AI.v_AIController.SetCurrentTarget ( Transform  target)
virtual

◆ SetTarget()

void Invector.vCharacterController.AI.v_AIController.SetTarget ( )
protected

◆ Start()

override void Invector.vCharacterController.AI.v_AIController.Start ( )
protectedvirtual

Reimplemented from Invector.vHealthController.

◆ StateRoutine()

IEnumerator Invector.vCharacterController.AI.v_AIController.StateRoutine ( )
protected

◆ UpdateDestination()

virtual void Invector.vCharacterController.AI.v_AIController.UpdateDestination ( Vector3  position)
protectedvirtual

Member Data Documentation

◆ destinationRoutineIteration

float Invector.vCharacterController.AI.v_AIController.destinationRoutineIteration = 0.25f

◆ findTargetIteration

float Invector.vCharacterController.AI.v_AIController.findTargetIteration = 0.25f

◆ oldState

AIStates Invector.vCharacterController.AI.v_AIController.oldState
protected

◆ onChase

UnityEngine.Events.UnityEvent Invector.vCharacterController.AI.v_AIController.onChase

◆ onIdle

UnityEngine.Events.UnityEvent Invector.vCharacterController.AI.v_AIController.onIdle

◆ onPatrol

UnityEngine.Events.UnityEvent Invector.vCharacterController.AI.v_AIController.onPatrol

◆ smoothSpeed

float Invector.vCharacterController.AI.v_AIController.smoothSpeed = 5f

◆ stateRoutineIteration

float Invector.vCharacterController.AI.v_AIController.stateRoutineIteration = 0.15f

Property Documentation

◆ character

vICharacter Invector.vCharacterController.AI.v_AIController.character
get

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