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Game.ComponentChaseBehavior
类 Game.ComponentChaseBehavior 继承关系图:
Game.ComponentChaseBehavior 的协作图:

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

Public 属性

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

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 = []
 

成员函数说明

◆ Attack()

virtual void Game.ComponentChaseBehavior.Attack ( ComponentCreature componentCreature,
float maxRange,
float maxChaseTime,
bool isPersistent )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ FindTarget()

virtual ComponentCreature Game.ComponentChaseBehavior.FindTarget ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ GetHitBody()

virtual ComponentBody Game.ComponentChaseBehavior.GetHitBody ( ComponentBody target,
out Vector3 hitPoint )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ IsBodyInAttackRange()

virtual bool Game.ComponentChaseBehavior.IsBodyInAttackRange ( ComponentBody target)
virtual

◆ IsTargetInAttackRange()

virtual bool Game.ComponentChaseBehavior.IsTargetInAttackRange ( ComponentBody target)
virtual
这是这个函数的调用关系图:

◆ IsTargetInWater()

virtual bool Game.ComponentChaseBehavior.IsTargetInWater ( ComponentBody target)
virtual

◆ Load()

override void Game.ComponentChaseBehavior.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
函数调用图:

◆ ScoreTarget()

virtual float Game.ComponentChaseBehavior.ScoreTarget ( ComponentCreature componentCreature)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ StopAttack()

virtual void Game.ComponentChaseBehavior.StopAttack ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentChaseBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ AllowAttackingStandingOnBody

bool Game.ComponentChaseBehavior.AllowAttackingStandingOnBody = true

◆ AttacksNonPlayerCreature

bool Game.ComponentChaseBehavior.AttacksNonPlayerCreature = true

◆ AttacksPlayer

bool Game.ComponentChaseBehavior.AttacksPlayer = true

◆ ChasePersistentOnAttacked

bool? Game.ComponentChaseBehavior.ChasePersistentOnAttacked = null

◆ ChaseRangeOnAttacked

float? Game.ComponentChaseBehavior.ChaseRangeOnAttacked = null

◆ ChaseRangeOnTouch

float Game.ComponentChaseBehavior.ChaseRangeOnTouch = 7f

◆ ChaseTimeOnAttacked

float? Game.ComponentChaseBehavior.ChaseTimeOnAttacked = null

◆ ChaseTimeOnTouch

float Game.ComponentChaseBehavior.ChaseTimeOnTouch = 7f

◆ Hooks

Dictionary<ModLoader, Action> Game.ComponentChaseBehavior.Hooks = []
private

◆ ImportanceLevelNonPersistent

float Game.ComponentChaseBehavior.ImportanceLevelNonPersistent = 200f

◆ ImportanceLevelPersistent

float Game.ComponentChaseBehavior.ImportanceLevelPersistent = 200f

◆ JumpWhenTargetStanding

bool Game.ComponentChaseBehavior.JumpWhenTargetStanding = true

◆ m_autoChaseMask

CreatureCategory Game.ComponentChaseBehavior.m_autoChaseMask

◆ m_autoChaseSuppressionTime

float Game.ComponentChaseBehavior.m_autoChaseSuppressionTime

◆ m_chaseNonPlayerProbability

float Game.ComponentChaseBehavior.m_chaseNonPlayerProbability

◆ m_chaseOnTouchProbability

float Game.ComponentChaseBehavior.m_chaseOnTouchProbability

◆ m_chaseTime

float Game.ComponentChaseBehavior.m_chaseTime

◆ m_chaseWhenAttackedProbability

float Game.ComponentChaseBehavior.m_chaseWhenAttackedProbability

◆ m_componentBodies

DynamicArray<ComponentBody> Game.ComponentChaseBehavior.m_componentBodies = []

◆ m_componentCreature

ComponentCreature Game.ComponentChaseBehavior.m_componentCreature

◆ m_componentCreatureModel

ComponentCreatureModel Game.ComponentChaseBehavior.m_componentCreatureModel

◆ m_componentFactors

ComponentFactors Game.ComponentChaseBehavior.m_componentFactors

◆ m_componentFeedBehavior

ComponentRandomFeedBehavior Game.ComponentChaseBehavior.m_componentFeedBehavior

◆ m_componentMiner

ComponentMiner Game.ComponentChaseBehavior.m_componentMiner

◆ m_componentPathfinding

ComponentPathfinding Game.ComponentChaseBehavior.m_componentPathfinding

◆ m_dayChaseRange

float Game.ComponentChaseBehavior.m_dayChaseRange

◆ m_dayChaseTime

float Game.ComponentChaseBehavior.m_dayChaseTime

◆ m_dt

float Game.ComponentChaseBehavior.m_dt

◆ m_importanceLevel

float Game.ComponentChaseBehavior.m_importanceLevel

◆ m_isPersistent

bool Game.ComponentChaseBehavior.m_isPersistent

◆ m_nextUpdateTime

double Game.ComponentChaseBehavior.m_nextUpdateTime

◆ m_nightChaseRange

float Game.ComponentChaseBehavior.m_nightChaseRange

◆ m_nightChaseTime

float Game.ComponentChaseBehavior.m_nightChaseTime

◆ m_random

Random Game.ComponentChaseBehavior.m_random = new()

◆ m_range

float Game.ComponentChaseBehavior.m_range

◆ m_stateMachine

StateMachine Game.ComponentChaseBehavior.m_stateMachine = new()

◆ m_subsystemBodies

SubsystemBodies Game.ComponentChaseBehavior.m_subsystemBodies

◆ m_subsystemGameInfo

SubsystemGameInfo Game.ComponentChaseBehavior.m_subsystemGameInfo

◆ m_subsystemNoise

SubsystemNoise Game.ComponentChaseBehavior.m_subsystemNoise

◆ m_subsystemPlayers

SubsystemPlayers Game.ComponentChaseBehavior.m_subsystemPlayers

◆ m_subsystemSky

SubsystemSky Game.ComponentChaseBehavior.m_subsystemSky

◆ m_subsystemTime

SubsystemTime Game.ComponentChaseBehavior.m_subsystemTime

◆ m_target

ComponentCreature Game.ComponentChaseBehavior.m_target

◆ m_targetInRangeTime

float Game.ComponentChaseBehavior.m_targetInRangeTime

◆ m_targetUnsuitableTime

float Game.ComponentChaseBehavior.m_targetUnsuitableTime

◆ MaxAttackRange

float Game.ComponentChaseBehavior.MaxAttackRange = 1.75f

◆ MinHealthToAttackActively

float Game.ComponentChaseBehavior.MinHealthToAttackActively = 0.4f

◆ PlayAngrySoundWhenChasing

bool Game.ComponentChaseBehavior.PlayAngrySoundWhenChasing = true

◆ PlayIdleSoundWhenStartToChase

bool Game.ComponentChaseBehavior.PlayIdleSoundWhenStartToChase = true

◆ Suppressed

bool Game.ComponentChaseBehavior.Suppressed = false

◆ TargetInRangeTimeToChase

float Game.ComponentChaseBehavior.TargetInRangeTimeToChase = 3f

属性说明

◆ ImportanceLevel

override float Game.ComponentChaseBehavior.ImportanceLevel
get

◆ Target

ComponentCreature Game.ComponentChaseBehavior.Target
get

◆ UpdateOrder

UpdateOrder Game.ComponentChaseBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: