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vICharacter | character [get] |
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virtual float | maxSpeed [get] |
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bool | isBlocking [get, protected set] |
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bool | isAttacking [get, protected set] |
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bool | isArmed [get] |
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bool | actions [get] |
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float | distanceToAttack [get] |
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bool | OnCombatArea [get] |
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bool | OnStrafeArea [get] |
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float | TargetDistance [get] |
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Transform | headTarget [get] |
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Animator | animator [get] |
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bool | ragdolled [get, set] |
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OnActiveRagdoll | onActiveRagdoll [get, protected set] |
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int | MaxHealth [get, protected set] |
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float | currentHealth [get, protected set] |
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bool | isDead [get, set] |
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OnReceiveDamage | onReceiveDamage [get, protected set] |
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OnDead | onDead [get, protected set] |
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virtual bool | canRecoverHealth [get] |
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OnDead | onDead [get] |
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float | currentHealth [get] |
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int | MaxHealth [get] |
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bool | isDead [get, set] |
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OnReceiveDamage | onReceiveDamage [get] |
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Transform | transform [get] |
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GameObject | gameObject [get] |
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OnActiveRagdoll | onActiveRagdoll [get] |
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Animator | animator [get] |
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bool | ragdolled [get, set] |
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bool | isAttacking [get] |
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bool | isArmed [get] |
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bool | isBlocking [get] |
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Transform | transform [get] |
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GameObject | gameObject [get] |
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vCharacterController.vICharacter | character [get] |
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◆ AddTagsToDetect()
virtual void Invector.vCharacterController.AI.v_AIController.AddTagsToDetect |
( |
string |
tag | ) |
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virtual |
◆ BreakAttack()
void Invector.vCharacterController.AI.v_AIController.BreakAttack |
( |
int |
breakAtkID | ) |
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◆ Chase()
IEnumerator Invector.vCharacterController.AI.v_AIController.Chase |
( |
| ) |
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protected |
◆ CheckIsOnNavMesh()
void Invector.vCharacterController.AI.v_AIController.CheckIsOnNavMesh |
( |
| ) |
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protected |
◆ DestinationBehaviour()
virtual IEnumerator Invector.vCharacterController.AI.v_AIController.DestinationBehaviour |
( |
| ) |
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protectedvirtual |
◆ FindTarget()
IEnumerator Invector.vCharacterController.AI.v_AIController.FindTarget |
( |
| ) |
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protected |
◆ FinishAttack()
void Invector.vCharacterController.AI.v_AIController.FinishAttack |
( |
| ) |
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◆ FixedUpdate()
void Invector.vCharacterController.AI.v_AIController.FixedUpdate |
( |
| ) |
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protected |
◆ Idle()
IEnumerator Invector.vCharacterController.AI.v_AIController.Idle |
( |
| ) |
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protected |
◆ MeleeAttackRotine()
IEnumerator Invector.vCharacterController.AI.v_AIController.MeleeAttackRotine |
( |
| ) |
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protected |
◆ OnDisableAttack()
void Invector.vCharacterController.AI.v_AIController.OnDisableAttack |
( |
| ) |
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◆ OnEnableAttack()
void Invector.vCharacterController.AI.v_AIController.OnEnableAttack |
( |
| ) |
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◆ OnReceiveAttack()
void Invector.vCharacterController.AI.v_AIController.OnReceiveAttack |
( |
vDamage |
damage, |
|
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vIMeleeFighter |
attacker |
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) |
| |
◆ OnRecoil()
void Invector.vCharacterController.AI.v_AIController.OnRecoil |
( |
int |
recoilID | ) |
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◆ PatrolSubPoints()
IEnumerator Invector.vCharacterController.AI.v_AIController.PatrolSubPoints |
( |
| ) |
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protected |
◆ PatrolWaypoints()
IEnumerator Invector.vCharacterController.AI.v_AIController.PatrolWaypoints |
( |
| ) |
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protected |
◆ RemoveCurrentTarget()
virtual void Invector.vCharacterController.AI.v_AIController.RemoveCurrentTarget |
( |
| ) |
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virtual |
◆ RemoveTagToDetect()
virtual void Invector.vCharacterController.AI.v_AIController.RemoveTagToDetect |
( |
string |
tag | ) |
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virtual |
◆ ResetAttackTriggers()
void Invector.vCharacterController.AI.v_AIController.ResetAttackTriggers |
( |
| ) |
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◆ SetCurrentTarget()
virtual void Invector.vCharacterController.AI.v_AIController.SetCurrentTarget |
( |
Transform |
target | ) |
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virtual |
◆ SetTarget()
void Invector.vCharacterController.AI.v_AIController.SetTarget |
( |
| ) |
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protected |
◆ Start()
override void Invector.vCharacterController.AI.v_AIController.Start |
( |
| ) |
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protectedvirtual |
◆ StateRoutine()
IEnumerator Invector.vCharacterController.AI.v_AIController.StateRoutine |
( |
| ) |
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protected |
◆ UpdateDestination()
virtual void Invector.vCharacterController.AI.v_AIController.UpdateDestination |
( |
Vector3 |
position | ) |
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protectedvirtual |
◆ 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 |
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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 |
◆ character
vICharacter Invector.vCharacterController.AI.v_AIController.character |
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get |
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIController.cs