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TopDown Engine v4.5
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Aims the weapon at the current movement when not shooting. More...
Public Member Functions | |
| override void | Initialization () |
| On init we grab our components. | |
| override void | PerformAction () |
| if we're not shooting, we aim at our current movement | |
| override void | OnEnterState () |
| When entering the state we grab our weapon. | |
| override void | OnExitState () |
| on exit we self disable | |
| Public Member Functions inherited from MoreMountains.Tools.AIAction | |
| void | PerformAction () |
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 | |
| Public Attributes inherited from MoreMountains.Tools.AIAction | |
| InitializationModes | InitializationMode |
| whether initialization should happen only once, or every time the brain is reset | |
| string | Label |
| a label you can set to organize your AI Actions, not used by anything else | |
Protected Member Functions | |
| bool | Shooting () |
| Returns true if shooting, returns false otherwise. | |
| virtual void | GrabWeaponAim () |
| Grabs and stores the weapon aim component. | |
| Protected Member Functions inherited from MoreMountains.Tools.AIAction | |
| virtual void | Awake () |
| On Awake we grab our AIBrain. | |
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 { EveryTime , OnlyOnce } |
| Properties inherited from MoreMountains.Tools.AIAction | |
| virtual bool | ActionInProgress [get, set] |
| virtual bool | ShouldInitialize [get] |
Aims the weapon at the current movement when not shooting.
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Grabs and stores the weapon aim component.
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On init we grab our components.
Reimplemented from MoreMountains.Tools.AIAction.
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When entering the state we grab our weapon.
Reimplemented from MoreMountains.Tools.AIAction.
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on exit we self disable
Reimplemented from MoreMountains.Tools.AIAction.
| override void MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement.PerformAction | ( | ) |
if we're not shooting, we aim at our current movement
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Returns true if shooting, returns false otherwise.
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| 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