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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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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Changes the current movement direction
◆ CheckForObstacles()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.CheckForObstacles |
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Checks for a wall and changes direction if it meets one
◆ DetermineDelay()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.DetermineDelay |
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◆ InitializePatrol()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.InitializePatrol |
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◆ OnDisable()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.OnDisable |
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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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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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When reviving we make sure our directions are properly setup
◆ Patrol()
virtual void MoreMountains.TopDownEngine.AIActionMovePatrol3D.Patrol |
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This method initiates all the required checks and moves the character
◆ PerformAction()
override void MoreMountains.TopDownEngine.AIActionMovePatrol3D.PerformAction |
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◆ ResetPatrol()
void MoreMountains.TopDownEngine.AIActionMovePatrol3D.ResetPatrol |
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Vector3 |
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◆ _character
Character MoreMountains.TopDownEngine.AIActionMovePatrol3D._character |
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◆ _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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◆ _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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◆ _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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◆ _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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the coordinates of the last patrol point
The documentation for this class was generated from the following file: