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TopDown Engine v4.5
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Aims the weapon at the current target, in a 3D context. More...
Public Types | |
| enum | AimOrigins { Transform , SpawnPoint } |
| Public Types inherited from MoreMountains.Tools.AIAction | |
| enum | InitializationModes { EveryTime , OnlyOnce } |
Public Member Functions | |
| override void | Initialization () |
| On init we grab our CharacterHandleWeapon ability. | |
| override void | PerformAction () |
| On PerformAction we face and aim if needed, and we shoot. | |
| Public Member Functions inherited from MoreMountains.Tools.AIAction | |
| void | PerformAction () |
| virtual void | OnEnterState () |
| Describes what happens when the brain enters the state this action is in. Meant to be overridden. | |
| virtual void | OnExitState () |
| Describes what happens when the brain exits the state this action is in. Meant to be overridden. | |
Public Attributes | |
| CharacterHandleWeapon | TargetHandleWeaponAbility |
| the CharacterHandleWeapon ability this AI action should pilot. If left blank, the system will grab the first one it finds. | |
| AimOrigins | AimOrigin = AimOrigins.Transform |
| the origin we'll take into account when computing the aim direction towards the target | |
| bool | AimAtTarget = true |
| if true the Character will aim at the target when shooting | |
| 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 | |
| virtual void | TestAimAtTarget () |
| Aims at the target if required. | |
| Protected Member Functions inherited from MoreMountains.Tools.AIAction | |
| virtual void | Awake () |
| On Awake we grab our AIBrain. | |
Protected Attributes | |
| CharacterOrientation3D | _orientation3D |
| 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, in a 3D context.
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virtual |
On init we grab our CharacterHandleWeapon ability.
Reimplemented from MoreMountains.Tools.AIAction.
| override void MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D.PerformAction | ( | ) |
On PerformAction we face and aim if needed, and we shoot.
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protectedvirtual |
Aims at the target if required.
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| bool MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D.AimAtTarget = true |
if true the Character will aim at the target when shooting
| AimOrigins MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D.AimOrigin = AimOrigins.Transform |
the origin we'll take into account when computing the aim direction towards the target
| CharacterHandleWeapon MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D.TargetHandleWeaponAbility |
the CharacterHandleWeapon ability this AI action should pilot. If left blank, the system will grab the first one it finds.