TopDown Engine
v3.6
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Aims the weapon at the current target More...
Public Types | |
enum | AimOrigins { AimOrigins.Transform, AimOrigins.SpawnPoint } |
Public Types inherited from MoreMountains.Tools.AIAction | |
enum | InitializationModes { InitializationModes.EveryTime, InitializationModes.OnlyOnce } |
Public Member Functions | |
override void | Initialization () |
On init we grab our CharacterHandleWeapon ability More... | |
override void | PerformAction () |
On PerformAction we face and aim if needed, and we shoot More... | |
Public Member Functions inherited from MoreMountains.Tools.AIAction | |
virtual void | OnEnterState () |
Describes what happens when the brain enters the state this action is in. Meant to be overridden. More... | |
virtual void | OnExitState () |
Describes what happens when the brain exits the state this action is in. Meant to be overridden. More... | |
Public Attributes | |
CharacterHandleWeapon | TargetHandleWeaponAbility |
the CharacterHandleWeapon ability this AI action should pilot. If left blank, the system will grab the first one it finds. More... | |
AimOrigins | AimOrigin = AimOrigins.Transform |
the origin we'll take into account when computing the aim direction towards the target More... | |
bool | FaceTarget = true |
if true, the Character will face the target (left/right) More... | |
bool | AimAtTarget = true |
if true the Character will aim at the target 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 | |
virtual void | TestFaceTarget () |
Faces the target if required More... | |
virtual void | TestAimAtTarget () |
Aims at the target if required More... | |
Protected Member Functions inherited from MoreMountains.Tools.AIAction | |
virtual void | Awake () |
On Awake we grab our AIBrain More... | |
Protected Attributes | |
CharacterOrientation2D | _orientation2D |
Character | _character |
WeaponAim | _weaponAim |
ProjectileWeapon | _projectileWeapon |
Vector3 | _weaponAimDirection |
Protected Attributes inherited from MoreMountains.Tools.AIAction | |
bool | _initialized |
AIBrain | _brain |
Additional Inherited Members | |
Properties inherited from MoreMountains.Tools.AIAction | |
virtual bool | ActionInProgress [get, set] |
virtual bool | ShouldInitialize [get] |
Aims the weapon at the current target
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virtual |
On init we grab our CharacterHandleWeapon ability
Reimplemented from MoreMountains.Tools.AIAction.
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On PerformAction we face and aim if needed, and we shoot
Implements MoreMountains.Tools.AIAction.
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protectedvirtual |
Aims at the target if required
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protectedvirtual |
Faces the target if required
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protected |
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bool MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D.AimAtTarget = true |
if true the Character will aim at the target
AimOrigins MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D.AimOrigin = AimOrigins.Transform |
the origin we'll take into account when computing the aim direction towards the target
bool MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D.FaceTarget = true |
if true, the Character will face the target (left/right)
CharacterHandleWeapon MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D.TargetHandleWeaponAbility |
the CharacterHandleWeapon ability this AI action should pilot. If left blank, the system will grab the first one it finds.