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My Project v1
Project
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Public 成员函数 | |
| virtual void | Attack (ComponentCreature componentCreature, float maxRange, float maxChaseTime, bool isPersistent) |
| virtual void | StopAttack () |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual ComponentCreature | FindTarget () |
| virtual float | ScoreTarget (ComponentCreature componentCreature) |
| virtual bool | IsTargetInWater (ComponentBody target) |
| virtual bool | IsTargetInAttackRange (ComponentBody target) |
| virtual bool | IsBodyInAttackRange (ComponentBody target) |
| virtual ComponentBody | GetHitBody (ComponentBody target, out Vector3 hitPoint) |
Public 成员函数 继承自 Game.IUpdateable | |
属性 | |
| ComponentCreature | Target [get] |
| UpdateOrder | UpdateOrder [get] |
| override float | ImportanceLevel [get] |
属性 继承自 Game.ComponentBehavior | |
| float | ImportanceLevel [get] |
| virtual bool | IsActive [get, set] |
| virtual string | DebugInfo [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
Private 属性 | |
| Dictionary< ModLoader, Action > | Hooks = [] |
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| override void Game.ComponentChaseBehavior.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

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| void Game.ComponentChaseBehavior.Update | ( | float | dt | ) |
| bool Game.ComponentChaseBehavior.AllowAttackingStandingOnBody = true |
| bool Game.ComponentChaseBehavior.AttacksNonPlayerCreature = true |
| bool Game.ComponentChaseBehavior.AttacksPlayer = true |
| bool? Game.ComponentChaseBehavior.ChasePersistentOnAttacked = null |
| float? Game.ComponentChaseBehavior.ChaseRangeOnAttacked = null |
| float Game.ComponentChaseBehavior.ChaseRangeOnTouch = 7f |
| float? Game.ComponentChaseBehavior.ChaseTimeOnAttacked = null |
| float Game.ComponentChaseBehavior.ChaseTimeOnTouch = 7f |
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| float Game.ComponentChaseBehavior.ImportanceLevelNonPersistent = 200f |
| float Game.ComponentChaseBehavior.ImportanceLevelPersistent = 200f |
| bool Game.ComponentChaseBehavior.JumpWhenTargetStanding = true |
| CreatureCategory Game.ComponentChaseBehavior.m_autoChaseMask |
| float Game.ComponentChaseBehavior.m_autoChaseSuppressionTime |
| float Game.ComponentChaseBehavior.m_chaseNonPlayerProbability |
| float Game.ComponentChaseBehavior.m_chaseOnTouchProbability |
| float Game.ComponentChaseBehavior.m_chaseTime |
| float Game.ComponentChaseBehavior.m_chaseWhenAttackedProbability |
| DynamicArray<ComponentBody> Game.ComponentChaseBehavior.m_componentBodies = [] |
| ComponentCreature Game.ComponentChaseBehavior.m_componentCreature |
| ComponentCreatureModel Game.ComponentChaseBehavior.m_componentCreatureModel |
| ComponentFactors Game.ComponentChaseBehavior.m_componentFactors |
| ComponentRandomFeedBehavior Game.ComponentChaseBehavior.m_componentFeedBehavior |
| ComponentMiner Game.ComponentChaseBehavior.m_componentMiner |
| ComponentPathfinding Game.ComponentChaseBehavior.m_componentPathfinding |
| float Game.ComponentChaseBehavior.m_dayChaseRange |
| float Game.ComponentChaseBehavior.m_dayChaseTime |
| float Game.ComponentChaseBehavior.m_dt |
| float Game.ComponentChaseBehavior.m_importanceLevel |
| bool Game.ComponentChaseBehavior.m_isPersistent |
| double Game.ComponentChaseBehavior.m_nextUpdateTime |
| float Game.ComponentChaseBehavior.m_nightChaseRange |
| float Game.ComponentChaseBehavior.m_nightChaseTime |
| Random Game.ComponentChaseBehavior.m_random = new() |
| float Game.ComponentChaseBehavior.m_range |
| StateMachine Game.ComponentChaseBehavior.m_stateMachine = new() |
| SubsystemBodies Game.ComponentChaseBehavior.m_subsystemBodies |
| SubsystemGameInfo Game.ComponentChaseBehavior.m_subsystemGameInfo |
| SubsystemNoise Game.ComponentChaseBehavior.m_subsystemNoise |
| SubsystemPlayers Game.ComponentChaseBehavior.m_subsystemPlayers |
| SubsystemSky Game.ComponentChaseBehavior.m_subsystemSky |
| SubsystemTime Game.ComponentChaseBehavior.m_subsystemTime |
| ComponentCreature Game.ComponentChaseBehavior.m_target |
| float Game.ComponentChaseBehavior.m_targetInRangeTime |
| float Game.ComponentChaseBehavior.m_targetUnsuitableTime |
| float Game.ComponentChaseBehavior.MaxAttackRange = 1.75f |
| float Game.ComponentChaseBehavior.MinHealthToAttackActively = 0.4f |
| bool Game.ComponentChaseBehavior.PlayAngrySoundWhenChasing = true |
| bool Game.ComponentChaseBehavior.PlayIdleSoundWhenStartToChase = true |
| bool Game.ComponentChaseBehavior.Suppressed = false |
| float Game.ComponentChaseBehavior.TargetInRangeTimeToChase = 3f |
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实现了 Game.IUpdateable.