TopDown Engine  v3.6
MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement Class Reference

Aims the weapon at the current movement when not shooting More...

Inheritance diagram for MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement:
MoreMountains.Tools.AIAction

Public Member Functions

override void Initialization ()
 On init we grab our components More...
 
override void PerformAction ()
 if we're not shooting, we aim at our current movement More...
 
override void OnEnterState ()
 When entering the state we grab our weapon More...
 
override void OnExitState ()
 on exit we self disable More...
 

Public Attributes

bool OnlyIfTargetIsNull = false
 if this is true, this action will only be performed if the brain doesn't have a Target. This can be used to combine this action with the AIActionAimWeaponAtTarget2D action for example More...
 
- Public Attributes inherited from MoreMountains.Tools.AIAction
InitializationModes InitializationMode
 
string Label
 a label you can set to organize your AI Actions, not used by anything else More...
 

Protected Member Functions

bool Shooting ()
 Returns true if shooting, returns false otherwise More...
 
virtual void GrabWeaponAim ()
 Grabs and stores the weapon aim component More...
 
- Protected Member Functions inherited from MoreMountains.Tools.AIAction
virtual void Awake ()
 On Awake we grab our AIBrain More...
 

Protected Attributes

TopDownController _controller
 
CharacterHandleWeapon _characterHandleWeapon
 
WeaponAim _weaponAim
 
AIActionShoot2D _aiActionShoot2D
 
AIActionShoot3D _aiActionShoot3D
 
Vector3 _weaponAimDirection
 
- Protected Attributes inherited from MoreMountains.Tools.AIAction
bool _initialized
 
AIBrain _brain
 

Additional Inherited Members

- Public Types inherited from MoreMountains.Tools.AIAction
enum  InitializationModes { InitializationModes.EveryTime, InitializationModes.OnlyOnce }
 
- Properties inherited from MoreMountains.Tools.AIAction
virtual bool ActionInProgress [get, set]
 
virtual bool ShouldInitialize [get]
 

Detailed Description

Aims the weapon at the current movement when not shooting

Member Function Documentation

◆ GrabWeaponAim()

virtual void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.GrabWeaponAim ( )
protectedvirtual

Grabs and stores the weapon aim component

◆ Initialization()

override void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.Initialization ( )
virtual

On init we grab our components

Reimplemented from MoreMountains.Tools.AIAction.

◆ OnEnterState()

override void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.OnEnterState ( )
virtual

When entering the state we grab our weapon

Reimplemented from MoreMountains.Tools.AIAction.

◆ OnExitState()

override void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.OnExitState ( )
virtual

on exit we self disable

Reimplemented from MoreMountains.Tools.AIAction.

◆ PerformAction()

override void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.PerformAction ( )
virtual

if we're not shooting, we aim at our current movement

Implements MoreMountains.Tools.AIAction.

◆ Shooting()

bool MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.Shooting ( )
protected

Returns true if shooting, returns false otherwise

Returns

Member Data Documentation

◆ _aiActionShoot2D

AIActionShoot2D MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._aiActionShoot2D
protected

◆ _aiActionShoot3D

AIActionShoot3D MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._aiActionShoot3D
protected

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._characterHandleWeapon
protected

◆ _controller

TopDownController MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._controller
protected

◆ _weaponAim

WeaponAim MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._weaponAim
protected

◆ _weaponAimDirection

Vector3 MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement._weaponAimDirection
protected

◆ OnlyIfTargetIsNull

bool MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.OnlyIfTargetIsNull = false

if this is true, this action will only be performed if the brain doesn't have a Target. This can be used to combine this action with the AIActionAimWeaponAtTarget2D action for example


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