TopDown Engine v4.5
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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.
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]

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 ( )

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

◆ 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: