TopDown Engine
v3.6
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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 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] |
Aims the weapon at the current movement when not shooting
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protectedvirtual |
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.
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if we're not shooting, we aim at our current movement
Implements MoreMountains.Tools.AIAction.
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protected |
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