This Action will make the Character patrol along the defined path (see the MMPath inspector for that) until it hits a wall or a hole while following a path.
More...
This Action will make the Character patrol along the defined path (see the MMPath inspector for that) until it hits a wall or a hole while following a path.
◆ Awake()
override void MoreMountains.TopDownEngine.AIActionMovePatrol2D.Awake |
( |
| ) |
|
|
protectedvirtual |
◆ ChangeDirection()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.ChangeDirection |
( |
| ) |
|
|
virtual |
Changes the current movement direction
◆ CheckForObstacles()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.CheckForObstacles |
( |
| ) |
|
|
protectedvirtual |
Checks for a wall and changes direction if it meets one
◆ DetermineDelay()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.DetermineDelay |
( |
| ) |
|
|
protectedvirtual |
◆ InitializePatrol()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.InitializePatrol |
( |
| ) |
|
|
protectedvirtual |
On init we grab all the components we'll need
◆ OnDisable()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.OnDisable |
( |
| ) |
|
|
protectedvirtual |
On disable we stop listening for OnRevive events
◆ OnDrawGizmosSelected()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.OnDrawGizmosSelected |
( |
| ) |
|
|
protectedvirtual |
◆ OnEnable()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.OnEnable |
( |
| ) |
|
|
protectedvirtual |
On enable we start listening for OnRevive events
◆ OnExitState()
override void MoreMountains.TopDownEngine.AIActionMovePatrol2D.OnExitState |
( |
| ) |
|
|
virtual |
◆ OnRevive()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.OnRevive |
( |
| ) |
|
|
protectedvirtual |
When reviving we make sure our directions are properly setup
◆ Patrol()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol2D.Patrol |
( |
| ) |
|
|
protectedvirtual |
This method initiates all the required checks and moves the character
◆ PerformAction()
override void MoreMountains.TopDownEngine.AIActionMovePatrol2D.PerformAction |
( |
| ) |
|
|
virtual |
◆ ResetPatrol()
void MoreMountains.TopDownEngine.AIActionMovePatrol2D.ResetPatrol |
( |
| ) |
|
Resets the position of the patrol agent to the start of the path, reinitializes the path
◆ _character
Character MoreMountains.TopDownEngine.AIActionMovePatrol2D._character |
|
protected |
◆ _characterMovement
CharacterMovement MoreMountains.TopDownEngine.AIActionMovePatrol2D._characterMovement |
|
protected |
◆ _controller
◆ _currentIndex
int MoreMountains.TopDownEngine.AIActionMovePatrol2D._currentIndex = 0 |
|
protected |
◆ _direction
Vector2 MoreMountains.TopDownEngine.AIActionMovePatrol2D._direction |
|
protected |
◆ _health
Health MoreMountains.TopDownEngine.AIActionMovePatrol2D._health |
|
protected |
◆ _indexLastFrame
int MoreMountains.TopDownEngine.AIActionMovePatrol2D._indexLastFrame = -1 |
|
protected |
◆ _initialScale
Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol2D._initialScale |
|
protected |
◆ _lastObstacleDetectionTimestamp
float MoreMountains.TopDownEngine.AIActionMovePatrol2D._lastObstacleDetectionTimestamp = 0f |
|
protected |
◆ _lastPatrolPointReachedAt
float MoreMountains.TopDownEngine.AIActionMovePatrol2D._lastPatrolPointReachedAt = 0f |
|
protected |
◆ _mmPath
MMPath MoreMountains.TopDownEngine.AIActionMovePatrol2D._mmPath |
|
protected |
◆ _orientation2D
◆ _startPosition
Vector2 MoreMountains.TopDownEngine.AIActionMovePatrol2D._startPosition |
|
protected |
◆ _waitingDelay
float MoreMountains.TopDownEngine.AIActionMovePatrol2D._waitingDelay = 0f |
|
protected |
◆ ChangeDirectionOnObstacle
bool MoreMountains.TopDownEngine.AIActionMovePatrol2D.ChangeDirectionOnObstacle = true |
If set to true, the agent will change direction when hitting an obstacle.
◆ ObstaclesCheckFrequency
float MoreMountains.TopDownEngine.AIActionMovePatrol2D.ObstaclesCheckFrequency = 1f |
the frequency (in seconds) at which to check for obstacles
◆ ObstaclesLayerMask
LayerMask MoreMountains.TopDownEngine.AIActionMovePatrol2D.ObstaclesLayerMask = LayerManager.ObstaclesLayerMask |
the layermask to look for obstacles on
◆ LastReachedPatrolPoint
virtual Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol2D.LastReachedPatrolPoint |
|
getset |
the coordinates of the last patrol point
The documentation for this class was generated from the following file: