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.
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| void | ResetPatrol (Vector3 targetPos) |
| override void | PerformAction () |
| | On PerformAction we patrol.
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| override void | OnExitState () |
| | When exiting the state we reset our movement.
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| virtual void | ChangeDirection () |
| | Changes the current movement direction.
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| void | PerformAction () |
| virtual void | Initialization () |
| | Initializes the action. Meant to be overridden.
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| virtual void | OnEnterState () |
| | Describes what happens when the brain enters the state this action is in. Meant to be overridden.
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| override void | Awake () |
| | On init we grab all the components we'll need.
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| virtual void | InitializePatrol () |
| virtual void | Patrol () |
| | This method initiates all the required checks and moves the character.
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| virtual void | StopMovement () |
| virtual void | DetermineDelay () |
| virtual void | OnDrawGizmosSelected () |
| | Draws bounds gizmos.
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| virtual void | CheckForObstacles () |
| | Checks for a wall and changes direction if it meets one.
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| virtual void | OnRevive () |
| | When reviving we make sure our directions are properly setup.
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| virtual void | OnEnable () |
| | On enable we start listening for OnRevive events.
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| virtual void | OnDisable () |
| | On disable we stop listening for OnRevive events.
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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.AIActionMovePatrol3D.Awake |
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◆ ChangeDirection()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.ChangeDirection |
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virtual |
Changes the current movement direction.
◆ CheckForObstacles()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.CheckForObstacles |
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protectedvirtual |
Checks for a wall and changes direction if it meets one.
◆ DetermineDelay()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.DetermineDelay |
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protectedvirtual |
◆ InitializePatrol()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.InitializePatrol |
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protectedvirtual |
◆ OnDisable()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnDisable |
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protectedvirtual |
On disable we stop listening for OnRevive events.
◆ OnDrawGizmosSelected()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnDrawGizmosSelected |
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◆ OnEnable()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnEnable |
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protectedvirtual |
On enable we start listening for OnRevive events.
◆ OnExitState()
| override void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnExitState |
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◆ OnRevive()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnRevive |
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protectedvirtual |
When reviving we make sure our directions are properly setup.
◆ Patrol()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.Patrol |
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protectedvirtual |
This method initiates all the required checks and moves the character.
◆ PerformAction()
| override void MoreMountains.TopDownEngine.AIActionMovePatrol3D.PerformAction |
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On PerformAction we patrol.
◆ ResetPatrol()
| void MoreMountains.TopDownEngine.AIActionMovePatrol3D.ResetPatrol |
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Vector3 | targetPos | ) |
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◆ StopMovement()
| virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.StopMovement |
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protectedvirtual |
◆ _character
| Character MoreMountains.TopDownEngine.AIActionMovePatrol3D._character |
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protected |
◆ _characterMovement
| CharacterMovement MoreMountains.TopDownEngine.AIActionMovePatrol3D._characterMovement |
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◆ _collider
| Collider MoreMountains.TopDownEngine.AIActionMovePatrol3D._collider |
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◆ _controller
◆ _direction
| Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D._direction |
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protected |
◆ _distanceToTarget
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D._distanceToTarget |
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◆ _health
| Health MoreMountains.TopDownEngine.AIActionMovePatrol3D._health |
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◆ _indexLastFrame
| int MoreMountains.TopDownEngine.AIActionMovePatrol3D._indexLastFrame = -1 |
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protected |
◆ _initialDirection
| Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D._initialDirection |
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◆ _initialPosition
| Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D._initialPosition |
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◆ _initialScale
| Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D._initialScale |
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protected |
◆ _lastObstacleDetectionTimestamp
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D._lastObstacleDetectionTimestamp = 0f |
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◆ _lastPatrolPointReachedAt
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D._lastPatrolPointReachedAt = 0f |
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◆ _mmPath
| MMPath MoreMountains.TopDownEngine.AIActionMovePatrol3D._mmPath |
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◆ _startPosition
| Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D._startPosition |
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◆ _waitingDelay
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D._waitingDelay = 0f |
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◆ ChangeDirectionOnObstacle
| bool MoreMountains.TopDownEngine.AIActionMovePatrol3D.ChangeDirectionOnObstacle = true |
If set to true, the agent will change direction when hitting an obstacle.
◆ CurrentPathIndex
| int MoreMountains.TopDownEngine.AIActionMovePatrol3D.CurrentPathIndex = 0 |
the index of the current MMPath element this agent is patrolling towards
◆ ObstacleDetectionDistance
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D.ObstacleDetectionDistance = 1f |
the distance to look for obstacles at
◆ ObstacleLayerMask
| LayerMask MoreMountains.TopDownEngine.AIActionMovePatrol3D.ObstacleLayerMask = LayerManager.ObstaclesLayerMask |
the layer(s) to look for obstacles on
◆ ObstaclesCheckFrequency
| float MoreMountains.TopDownEngine.AIActionMovePatrol3D.ObstaclesCheckFrequency = 1f |
the frequency (in seconds) at which to check for obstacles
◆ LastReachedPatrolPoint
| virtual Vector3 MoreMountains.TopDownEngine.AIActionMovePatrol3D.LastReachedPatrolPoint |
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getset |
the coordinates of the last patrol point
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/AI/Advanced/AIActionMovePatrol3D.cs