|
enum | ActionStage {
None = -1
,
AttackReady
,
AttackQuickReady
,
AttackRelease
,
ReloadMidPhase
,
ReloadLastPhase
,
Defend
,
DefendParry
,
NumActionStages
} |
|
enum | AIScriptedFrameFlags {
None = 0x00
,
GoToPosition = 0x01
,
NoAttack = 0x02
,
ConsiderRotation = 0x04
,
NeverSlowDown = 0x08
,
DoNotRun = 0x10
,
GoWithoutMount = 0x20
,
RangerCanMoveForClearTarget = 0x80
,
InConversation = 0x100
,
Crouch = 0x200
} |
| Must sync with enum agent.h.enum Ai_special_mode_flag. More...
|
|
enum | AISpecialCombatModeFlags {
None = 0x00
,
AttackEntity = 0x01
,
SurroundAttackEntity = 0x02
,
IgnoreAmmoLimitForRangeCalculation = 0x400
} |
| Must sync with enum agent.h.enum Ai_special_mode_flag. More...
|
|
enum | AIStateFlag {
None = 0x00
,
Cautious = 0x01
,
Alarmed = 0x02
,
Paused = 0x04
,
UseObjectMoving = 0x08
,
UseObjectUsing = 0x10
,
UseObjectWaiting = 0x20
,
Guard = 0x40
,
ColumnwiseFollow = 0x80
} |
| Flags for AI states of agents. More...
|
|
enum | WatchState {
Patrolling
,
Cautious
,
Alarmed
} |
|
enum | MortalityState {
Mortal
,
Invulnerable
,
Immortal
} |
|
enum | ControllerType {
None = 0
,
AI = 1
,
Player = 2
,
Count = 3
} |
|
enum | CreationType {
Invalid
,
FromRoster
,
FromHorseObj
,
FromCharacterObj
} |
| Shows the creation type of the agent. More...
|
|
enum | EventControlFlag : uint {
Dismount = 0x00000001
,
Mount = 0x00000002
,
Rear = 0x00000004
,
Jump = 0x00000008
,
Wield0 = 0x00000010
,
Wield1 = 0x00000020
,
Wield2 = 0x00000040
,
Wield3 = 0x00000080
,
Sheath0 = 0x00000100
,
Sheath1 = 0x00000200
,
ToggleAlternativeWeapon = 0x00000400
,
Walk = 0x00000800
,
Run = 0x00001000
,
Crouch = 0x00002000
,
Stand = 0x00004000
,
Kick = 0x00008000
,
DoubleTapToDirectionUp = 0x00010000
,
DoubleTapToDirectionDown = 0x00020000
,
DoubleTapToDirectionLeft = 0x00030000
,
DoubleTapToDirectionRight = 0x00040000
,
DoubleTapToDirectionMask = 0x00070000
} |
|
enum | FacialAnimChannel {
High = 0
,
Mid = 1
,
Low = 2
,
num_facial_anim_channels = 3
} |
|
enum | ActionCodeType {
Other
,
DefendFist
,
DefendShield
,
DefendForward2h
,
DefendUp2h
,
DefendRight2h
,
DefendLeft2h
,
DefendForward1h
,
DefendUp1h
,
DefendRight1h
,
DefendLeft1h
,
DefendForwardStaff
,
DefendUpStaff
,
DefendRightStaff
,
DefendLeftStaff
,
ReadyRanged
,
ReleaseRanged
,
ReleaseThrowing
,
Reload
,
ReadyMelee
,
ReleaseMelee
,
ParriedMelee
,
BlockedMelee
,
Fall
,
JumpStart
,
Jump
,
JumpEnd
,
JumpEndHard
,
Kick
,
KickContinue
,
KickHit
,
WeaponBash
,
PassiveUsage
,
EquipUnequip
,
Idle
,
Guard
,
Mount
,
Dismount
,
Dash
,
MountQuickStop
,
HitObject
,
Sit
,
SitOnTheFloor
,
SitOnAThrone
,
LadderRaise
,
LadderRaiseEnd
,
Rear
,
StrikeLight
,
StrikeMedium
,
StrikeHeavy
,
StrikeKnockBack
,
MountStrike
,
Count
,
StrikeBegin = StrikeLight
,
StrikeEnd = StrikeKnockBack + 1
,
DefendAllBegin = DefendFist
,
DefendAllEnd = DefendLeftStaff + 1
,
AttackMeleeAllBegin = ReadyMelee
,
AttackMeleeAllEnd = BlockedMelee + 1
,
CombatAllBegin = DefendAllBegin
,
CombatAllEnd = AttackMeleeAllEnd
,
JumpAllBegin = JumpStart
,
JumpAllEnd = JumpEndHard + 1
} |
|
enum | GuardMode {
None = -1
,
Up = 0
,
Down
,
Left
,
Right
} |
|
enum | HandIndex {
MainHand = 0
,
OffHand = 1
} |
|
enum | KillInfo : sbyte {
Invalid = -1
,
Headshot
,
CouchedLance
,
Punch
,
MountHit
,
Bow
,
Crossbow
,
ThrowingAxe
,
ThrowingKnife
,
Javelin
,
Stone
,
Pistol
,
Musket
,
OneHandedSword
,
TwoHandedSword
,
OneHandedAxe
,
TwoHandedAxe
,
Mace
,
Spear
,
Morningstar
,
Maul
,
Backstabbed
,
Gravity
,
ShieldBash
,
WeaponBash
,
Kick
,
TeamSwitch
} |
|
enum | MovementBehaviorType {
Engaged
,
Idle
,
Flee
} |
|
enum | MovementControlFlag : uint {
Forward = 0x00000001
,
Backward = 0x00000002
,
StrafeRight = 0x00000004
,
StrafeLeft = 0x00000008
,
TurnRight = 0x00000010
,
TurnLeft = 0x00000020
,
AttackLeft = 0x00000040
,
AttackRight = 0x00000080
,
AttackUp = 0x00000100
,
AttackDown = 0x00000200
,
DefendLeft = 0x00000400
,
DefendRight = 0x00000800
,
DefendUp = 0x00001000
,
DefendDown = 0x00002000
,
DefendAuto = 0x00004000
,
DefendBlock = 0x00008000
,
Action = 0x00010000
,
AttackMask = AttackLeft | AttackRight | AttackUp | AttackDown
,
DefendMask = DefendLeft | DefendRight | DefendUp | DefendDown | DefendAuto
,
DefendDirMask = DefendLeft | DefendRight | DefendUp | DefendDown
,
MoveMask = Forward | Backward | StrafeRight | StrafeLeft | TurnRight | TurnLeft
} |
|
enum | UnderAttackType {
NotUnderAttack
,
UnderMeleeAttack
,
UnderRangedAttack
} |
|
enum | UsageDirection {
None = -1
,
AttackUp = 0
,
AttackDown = 1
,
AttackLeft = 2
,
AttackRight = 3
,
AttackBegin = 0
,
AttackEnd = 4
,
DefendUp = 4
,
DefendDown = 5
,
DefendLeft = 6
,
DefendRight = 7
,
DefendBegin = 4
,
DefendAny = 8
,
DefendEnd = 9
,
AttackAny = 9
} |
|
enum | WeaponWieldActionType {
WithAnimation = 0
,
Instant = 1
,
InstantAfterPickUp = 2
,
WithAnimationUninterruptible = 3
} |
|
|
delegate void | OnAgentHealthChangedDelegate (Agent agent, float oldHealth, float newHealth) |
|
delegate void | OnMountHealthChangedDelegate (Agent agent, Agent mount, float oldHealth, float newHealth) |
|
delegate void | OnMainAgentWieldedItemChangeDelegate () |
|
float | GetMissileRangeWithHeightDifferenceAux (float targetZ) |
|
string | GetSoundAndCollisionInfoClassName () |
|
void | UpdateAgentStats () |
|
float | GetWeaponInaccuracy (EquipmentIndex weaponSlotIndex, int weaponUsageIndex) |
|
float | DebugGetHealth () |
|
void | SetTargetPosition (Vec2 value) |
|
void | SetGuardState (Agent guardedAgent, bool isGuarding) |
|
void | SetAveragePingInMilliseconds (double averagePingInMilliseconds) |
|
void | SetTargetPositionAndDirection (Vec2 targetPosition, Vec3 targetDirection) |
|
void | SetWatchState (WatchState watchState) |
|
void | SetFormationBanner (ItemObject banner) |
|
void | SetIsAIPaused (bool isPaused) |
|
void | ResetEnemyCaches () |
|
void | SetTargetPositionSynched (ref Vec2 targetPosition) |
|
void | SetTargetPositionAndDirectionSynched (ref Vec2 targetPosition, ref Vec3 targetDirection) |
|
void | SetBodyArmorMaterialType (ArmorComponent.ArmorMaterialTypes bodyArmorMaterialType) |
|
void | SetUsedGameObjectForClient (UsableMissionObject usedObject) |
|
void | SetTeam (Team team, bool sync) |
|
void | SetClothingColor1 (uint color) |
|
void | SetClothingColor2 (uint color) |
|
void | SetWieldedItemIndexAsClient (HandIndex handIndex, EquipmentIndex equipmentIndex, bool isWieldedInstantly, bool isWieldedOnSpawn, int mainHandCurrentUsageIndex) |
|
void | SetAsConversationAgent (bool set) |
|
void | SetCrouchMode (bool set) |
|
void | SetWeaponAmountInSlot (EquipmentIndex equipmentSlot, short amount, bool enforcePrimaryItem) |
| Sets the amount of weapons in slot and updates the weapon meshes.
|
|
void | SetWeaponAmmoAsClient (EquipmentIndex equipmentIndex, EquipmentIndex ammoEquipmentIndex, short ammo) |
|
void | SetWeaponReloadPhaseAsClient (EquipmentIndex equipmentIndex, short reloadState) |
|
void | SetReloadAmmoInSlot (EquipmentIndex equipmentIndex, EquipmentIndex ammoSlotIndex, short reloadedAmmo) |
|
void | SetUsageIndexOfWeaponInSlotAsClient (EquipmentIndex slotIndex, int usageIndex) |
|
void | SetRandomizeColors (bool shouldRandomize) |
|
void | SetAlwaysAttackInMelee (bool attack) |
|
void | SetFormationFrameDisabled () |
|
void | SetFormationFrameEnabled (WorldPosition position, Vec2 direction, float formationDirectionEnforcingFactor) |
|
void | SetShouldCatchUpWithFormation (bool value) |
|
void | SetFormationIntegrityData (Vec2 position, Vec2 currentFormationDirection, Vec2 averageVelocityOfCloseAgents, float averageMaxUnlimitedSpeedOfCloseAgents, float deviationOfPositions) |
|
void | SetGuardedAgent (Agent guardedAgent) |
|
void | SetCurrentActionProgress (int channelNo, float progress) |
|
void | SetCurrentActionSpeed (int channelNo, float speed) |
|
bool | SetActionChannel (int channelNo, ActionIndexCache actionIndexCache, bool ignorePriority=false, ulong additionalFlags=0, float blendWithNextActionFactor=0.0f, float actionSpeed=1.0f, float blendInPeriod=-0.2f, float blendOutPeriodToNoAnim=0.4f, float startProgress=0.0f, bool useLinearSmoothing=false, float blendOutPeriod=-0.2f, int actionShift=0, bool forceFaceMorphRestart=true) |
|
void | SetMinimumSpeed (float speed) |
|
void | SetAttackState (int attackState) |
|
void | SetAIBehaviorParams (HumanAIComponent.AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3) |
|
void | SetAllBehaviorParams (HumanAIComponent.BehaviorValues[] behaviorParams) |
|
void | SetMovementDirection (in Vec2 direction) |
|
void | SetScriptedFlags (AIScriptedFrameFlags flags) |
|
void | GetDebugValues (float[] values, ref int valueCount) |
|
void | SetScriptedCombatFlags (AISpecialCombatModeFlags flags) |
|
void | SetScriptedPositionAndDirection (ref WorldPosition scriptedPosition, float scriptedDirection, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None, string debugString="") |
|
void | SetScriptedPosition (ref WorldPosition position, bool addHumanLikeDelay, AIScriptedFrameFlags additionalFlags=AIScriptedFrameFlags.None, string debugString="") |
|
void | SetScriptedTargetEntityAndPosition (GameEntity target, WorldPosition position, AISpecialCombatModeFlags additionalFlags=AISpecialCombatModeFlags.None, bool ignoreIfAlreadyAttacking=false) |
|
void | SetAgentExcludeStateForFaceGroupId (int faceGroupId, bool isExcluded) |
|
void | SetLookAgent (Agent agent) |
|
void | SetInteractionAgent (Agent agent) |
|
void | SetLookToPointOfInterest (Vec3 point) |
|
void | SetAgentFlags (AgentFlag agentFlags) |
|
void | SetSelectedMountIndex (int mountIndex) |
|
int | GetSelectedMountIndex () |
|
int | GetRidingOrder () |
|
void | SetAgentFacialAnimation (FacialAnimChannel channel, string animationName, bool loop) |
|
bool | SetHandInverseKinematicsFrame (ref MatrixFrame leftGlobalFrame, ref MatrixFrame rightGlobalFrame) |
|
void | SetNativeFormationNo (int formationNo) |
|
void | SetDirectionChangeTendency (float tendency) |
|
void | SetFiringOrder (int order) |
|
void | SetSoundOcclusion (float value) |
|
void | SetRidingOrder (int order) |
|
float | GetBattleImportance () |
|
void | SetSynchedPrefabComponentVisibility (int componentIndex, bool visibility) |
|
void | SetActionSet (ref AnimationSystemData animationSystemData) |
|
void | SetColumnwiseFollowAgent (Agent followAgent, ref Vec2 followPosition) |
|
void | SetHandInverseKinematicsFrameForMissionObjectUsage (in MatrixFrame localIKFrame, in MatrixFrame boundEntityGlobalFrame, float animationHeightDifference=0.0f) |
|
void | SetWantsToYell () |
|
void | SetCapeClothSimulator (GameEntityComponent clothSimulatorComponent) |
|
Vec2 | GetTargetPosition () |
|
Vec3 | GetTargetDirection () |
|
float | GetAimingTimer () |
|
float | GetInteractionDistanceToUsable (IUsable usable) |
|
TextObject | GetInfoTextForBeingNotInteractable (Agent userAgent) |
|
T | GetController< T > () |
|
EquipmentIndex | GetWieldedItemIndex (HandIndex index) |
|
float | GetTrackDistanceToMainAgent () |
|
string | GetDescriptionText (GameEntity gameEntity=null) |
|
GameEntity | GetWeaponEntityFromEquipmentSlot (EquipmentIndex slotIndex) |
|
WorldPosition | GetRetreatPos () |
|
AIScriptedFrameFlags | GetScriptedFlags () |
|
AISpecialCombatModeFlags | GetScriptedCombatFlags () |
|
GameEntity | GetSteppedEntity () |
|
AnimFlags | GetCurrentAnimationFlag (int channelNo) |
|
ActionIndexCache | GetCurrentAction (int channelNo) |
|
ActionCodeType | GetCurrentActionType (int channelNo) |
|
ActionStage | GetCurrentActionStage (int channelNo) |
|
UsageDirection | GetCurrentActionDirection (int channelNo) |
|
int | GetCurrentActionPriority (int channelNo) |
|
float | GetCurrentActionProgress (int channelNo) |
|
float | GetActionChannelWeight (int channelNo) |
|
float | GetActionChannelCurrentActionWeight (int channelNo) |
|
WorldFrame | GetWorldFrame () |
|
float | GetLookDownLimit () |
|
float | GetEyeGlobalHeight () |
|
float | GetMaximumSpeedLimit () |
|
Vec2 | GetCurrentVelocity () |
|
float | GetTurnSpeed () |
|
float | GetCurrentSpeedLimit () |
|
Vec2 | GetMovementDirection () |
|
Vec3 | GetCurWeaponOffset () |
|
bool | GetIsLeftStance () |
|
float | GetPathDistanceToPoint (ref Vec3 point) |
|
int | GetCurrentNavigationFaceId () |
|
WorldPosition | GetWorldPosition () |
|
Agent | GetLookAgent () |
|
Agent | GetTargetAgent () |
|
AgentFlag | GetAgentFlags () |
|
string | GetAgentFacialAnimation () |
|
string | GetAgentVoiceDefinition () |
|
Vec3 | GetEyeGlobalPosition () |
|
Vec3 | GetChestGlobalPosition () |
|
MovementControlFlag | GetDefendMovementFlag () |
|
UsageDirection | GetAttackDirection (bool doAiCheck) |
|
WeaponInfo | GetWieldedWeaponInfo (HandIndex handIndex) |
|
Vec2 | GetBodyRotationConstraint (int channelIndex=1) |
|
float | GetTotalEncumbrance () |
|
T | GetComponent< T > () |
|
float | GetAgentDrivenPropertyValue (DrivenProperty type) |
|
UsableMachine | GetSteppedMachine () |
|
int | GetAttachedWeaponsCount () |
|
MissionWeapon | GetAttachedWeapon (int index) |
|
MatrixFrame | GetAttachedWeaponFrame (int index) |
|
sbyte | GetAttachedWeaponBoneIndex (int index) |
|
void | DeleteAttachedWeapon (int index) |
|
bool | HasRangedWeapon (bool checkHasAmmo=false) |
|
void | GetFormationFileAndRankInfo (out int fileIndex, out int rankIndex) |
|
void | GetFormationFileAndRankInfo (out int fileIndex, out int rankIndex, out int fileCount, out int rankCount) |
|
void | SetMortalityState (MortalityState newState) |
|
void | ToggleInvulnerable () |
|
float | GetArmLength () |
|
float | GetArmWeight () |
|
void | GetRunningSimulationDataUntilMaximumSpeedReached (ref float combatAccelerationTime, ref float maxSpeed, float[] speedValues) |
|
void | SetMaximumSpeedLimit (float maximumSpeedLimit, bool isMultiplier) |
|
float | GetBaseArmorEffectivenessForBodyPart (BoneBodyPartType bodyPart) |
|
AITargetVisibilityState | GetLastTargetVisibilityState () |
|
float | GetMissileRange () |
|
ItemObject | GetWeaponToReplaceOnQuickAction (SpawnedItemEntity spawnedItem, out EquipmentIndex possibleSlotIndex) |
|
Hitter | GetAssistingHitter (MissionPeer killerPeer) |
|
bool | CanReachAgent (Agent otherAgent) |
|
bool | CanInteractWithAgent (Agent otherAgent, float userAgentCameraElevation) |
|
bool | CanBeAssignedForScriptedMovement () |
|
bool | CanReachAndUseObject (UsableMissionObject gameObject, float distanceSq) |
| Checks if this agent's position and look direction are sufficient for using param game object. Checks if param gameObject is usable or not.
|
|
bool | CanReachObject (UsableMissionObject gameObject, float distanceSq) |
|
bool | CanUseObject (UsableMissionObject gameObject) |
|
bool | CanMoveDirectlyToPosition (in WorldPosition worldPosition) |
|
bool | CanInteractableWeaponBePickedUp (SpawnedItemEntity spawnedItem) |
|
bool | CanQuickPickUp (SpawnedItemEntity spawnedItem) |
|
bool | CanTeleport () |
|
bool | IsActive () |
|
bool | IsRetreating () |
|
bool | IsFadingOut () |
|
void | SetAgentDrivenPropertyValueFromConsole (DrivenProperty type, float val) |
|
bool | IsOnLand () |
|
bool | IsSliding () |
|
bool | IsSitting () |
|
bool | IsReleasingChainAttack () |
|
bool | IsCameraAttachable () |
|
bool | IsSynchedPrefabComponentVisible (int componentIndex) |
|
bool | IsEnemyOf (Agent otherAgent) |
|
bool | IsFriendOf (Agent otherAgent) |
|
void | OnFocusGain (Agent userAgent) |
|
void | OnFocusLose (Agent userAgent) |
|
void | OnItemRemovedFromScene () |
|
void | OnUse (Agent userAgent) |
|
void | OnUseStopped (Agent userAgent, bool isSuccessful, int preferenceIndex) |
|
void | OnWeaponDrop (EquipmentIndex equipmentSlot) |
|
void | OnItemPickup (SpawnedItemEntity spawnedItemEntity, EquipmentIndex weaponPickUpSlotIndex, out bool removeWeapon) |
|
bool | CheckTracked (BasicCharacterObject basicCharacter) |
|
bool | CheckPathToAITargetAgentPassesThroughNavigationFaceIdFromDirection (int navigationFaceId, Vec3 direction, float overridenCostForFaceId) |
|
void | CheckEquipmentForCapeClothSimulationStateChange () |
|
void | CheckToDropFlaggedItem () |
|
bool | CheckSkillForMounting (Agent mountAgent) |
|
void | InitializeSpawnEquipment (Equipment spawnEquipment) |
|
void | InitializeMissionEquipment (MissionEquipment missionEquipment, Banner banner) |
|
void | InitializeAgentProperties (Equipment spawnEquipment, AgentBuildData agentBuildData) |
|
void | UpdateFormationOrders () |
|
void | UpdateWeapons () |
|
void | UpdateAgentProperties () |
|
void | UpdateCustomDrivenProperties () |
|
void | UpdateBodyProperties (BodyProperties bodyProperties) |
|
void | UpdateSyncHealthToAllClients (bool value) |
|
void | UpdateSpawnEquipmentAndRefreshVisuals (Equipment newSpawnEquipment) |
|
void | UpdateCachedAndFormationValues (bool updateOnlyMovement, bool arrangementChangeAllowed) |
| Also calls occasional ticks of arrangement and detachment.
|
|
void | UpdateLastRangedAttackTimeDueToAnAttack (float newTime) |
|
void | InvalidateTargetAgent () |
|
void | InvalidateAIWeaponSelections () |
|
void | ResetLookAgent () |
|
void | ResetGuard () |
|
void | ResetAgentProperties () |
|
void | ResetAiWaitBeforeShootFactor () |
|
void | ClearTargetFrame () |
|
void | ClearEquipment () |
|
void | ClearHandInverseKinematics () |
|
void | ClearAttachedWeapons () |
|
void | PromoteToGeneral () |
|
void | SetDetachableFromFormation (bool value) |
|
void | EnforceShieldUsage (UsageDirection shieldDirection) |
|
bool | ObjectHasVacantPosition (UsableMissionObject gameObject) |
|
void | StopUsingGameObjectMT (bool isSuccessful=true, bool autoAttach=true, bool dontWieldWeaponAnyway=false) |
|
void | StopUsingGameObject (bool isSuccessful=true, bool autoAttach=true, bool dontWieldWeaponAnyway=false) |
|
void | HandleStopUsingAction () |
|
void | HandleStartUsingAction (UsableMissionObject targetObject, int preferenceIndex) |
|
AgentController | AddController (Type type) |
|
AgentController | RemoveController (Type type) |
|
bool | CanThrustAttackStickToBone (BoneBodyPartType bodyPart) |
|
void | StartSwitchingWeaponUsageIndexAsClient (EquipmentIndex equipmentIndex, int usageIndex, UsageDirection currentMovementFlagUsageDirection) |
|
void | TryToWieldWeaponInSlot (EquipmentIndex slotIndex, WeaponWieldActionType type, bool isWieldedOnSpawn) |
|
void | PrepareWeaponForDropInEquipmentSlot (EquipmentIndex slotIndex, bool dropWithHolster) |
|
void | AddHitter (MissionPeer peer, float damage, bool isFriendlyHit) |
|
void | TryToSheathWeaponInHand (HandIndex handIndex, WeaponWieldActionType type) |
|
void | RemoveHitter (MissionPeer peer, bool isFriendlyHit) |
|
void | Retreat (WorldPosition retreatPos) |
|
void | StopRetreating () |
|
void | UseGameObject (UsableMissionObject usedObject, int preferenceIndex=-1) |
|
void | StartFadingOut () |
|
void | SetRenderCheckEnabled (bool value) |
|
bool | GetRenderCheckEnabled () |
|
bool | AllowFirstPersonWideRotation () |
|
Vec3 | ComputeAnimationDisplacement (float dt) |
|
void | TickActionChannels (float dt) |
|
void | LockAgentReplicationTableDataWithCurrentReliableSequenceNo (NetworkCommunicator peer) |
|
void | TeleportToPosition (Vec3 position) |
|
void | FadeOut (bool hideInstantly, bool hideMount) |
|
void | FadeIn () |
|
void | DisableScriptedMovement () |
|
void | DisableScriptedCombatMovement () |
|
void | ForceAiBehaviorSelection () |
|
bool | HasPathThroughNavigationFaceIdFromDirectionMT (int navigationFaceId, Vec2 direction) |
| Checks if the agent's path includes any face with id navigationFaceId WARNING: Do not use agent WorldPosition values directly. Their cached navigation meshes may not cover their exact position.
|
|
bool | HasPathThroughNavigationFaceIdFromDirection (int navigationFaceId, Vec2 direction) |
| Checks if the agent's path includes any face with id navigationFaceId WARNING: Do not use agent WorldPosition values directly. Their cached navigation meshes may not cover their exact position.
|
|
void | DisableLookToPointOfInterest () |
|
CompositeComponent | AddPrefabComponentToBone (string prefabName, sbyte boneIndex) |
|
void | MakeVoice (SkinVoiceManager.SkinVoiceType voiceType, SkinVoiceManager.CombatVoiceNetworkPredictionType predictionType) |
|
void | WieldNextWeapon (HandIndex weaponIndex, WeaponWieldActionType wieldActionType=WeaponWieldActionType.WithAnimation) |
|
MovementControlFlag | AttackDirectionToMovementFlag (UsageDirection direction) |
|
MovementControlFlag | DefendDirectionToMovementFlag (UsageDirection direction) |
|
bool | KickClear () |
|
UsageDirection | PlayerAttackDirection () |
|
sbyte | GetRandomPairOfRealBloodBurstBoneIndices () |
|
void | CreateBloodBurstAtLimb (sbyte realBoneIndex, float scale) |
|
void | AddComponent (AgentComponent agentComponent) |
|
bool | RemoveComponent (AgentComponent agentComponent) |
|
void | CancelCheering () |
|
void | HandleCheer (int indexOfCheer) |
|
void | HandleBark (int indexOfBark) |
|
void | HandleDropWeapon (bool isDefendPressed, EquipmentIndex forcedSlotIndexToDropWeaponFrom) |
|
void | DropItem (EquipmentIndex itemIndex, WeaponClass pickedUpItemType=WeaponClass.Undefined) |
|
void | EquipItemsFromSpawnEquipment (bool neededBatchedItems) |
|
void | WieldInitialWeapons (WeaponWieldActionType wieldActionType=WeaponWieldActionType.InstantAfterPickUp) |
|
void | ChangeWeaponHitPoints (EquipmentIndex slotIndex, short hitPoints) |
|
bool | HasWeapon () |
|
void | AttachWeaponToWeapon (EquipmentIndex slotIndex, MissionWeapon weapon, GameEntity weaponEntity, ref MatrixFrame attachLocalFrame) |
|
void | AttachWeaponToBone (MissionWeapon weapon, GameEntity weaponEntity, sbyte boneIndex, ref MatrixFrame attachLocalFrame) |
|
void | RestoreShieldHitPoints () |
|
void | Die (Blow b, KillInfo overrideKillInfo=KillInfo.Invalid) |
|
void | MakeDead (bool isKilled, ActionIndexCache actionIndex) |
|
void | RegisterBlow (Blow blow, in AttackCollisionData collisionData) |
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void | CreateBlowFromBlowAsReflection (in Blow blow, in AttackCollisionData collisionData, out Blow outBlow, out AttackCollisionData outCollisionData) |
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void | Tick (float dt) |
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void | DebugMore () |
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void | Mount (Agent mountAgent) |
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void | EquipWeaponToExtraSlotAndWield (ref MissionWeapon weapon) |
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void | RemoveEquippedWeapon (EquipmentIndex slotIndex) |
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void | EquipWeaponWithNewEntity (EquipmentIndex slotIndex, ref MissionWeapon weapon) |
| Equips the item.
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void | EquipWeaponFromSpawnedItemEntity (EquipmentIndex slotIndex, SpawnedItemEntity spawnedItemEntity, bool removeWeapon) |
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void | PreloadForRendering () |
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int | AddSynchedPrefabComponentToBone (string prefabName, sbyte boneIndex) |
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bool | WillDropWieldedShield (SpawnedItemEntity spawnedItem) |
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bool | HadSameTypeOfConsumableOrShieldOnSpawn (WeaponClass weaponClass) |
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bool | CanAIWieldAsRangedWeapon (MissionWeapon weapon) |
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override int | GetHashCode () |
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bool | TryGetImmediateEnemyAgentMovementData (out float maximumForwardUnlimitedSpeed, out Vec3 position) |
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bool | HasLostShield () |
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bool | HasPathThroughNavigationFacesIDFromDirection (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction) |
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bool | HasPathThroughNavigationFacesIDFromDirectionMT (int navigationFaceID_1, int navigationFaceID_2, int navigationFaceID_3, Vec2 direction) |
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void | SetInitialFrame (in Vec3 initialPosition, in Vec2 initialDirection) |
| Sets the initial frame for the agent. This frame is used when the agent gets spawned without a formation.
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bool | IsEnemyOf (IAgent agent) |
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bool | IsFriendOf (IAgent agent) |
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bool | IsActive () |
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void | SetAsConversationAgent (bool set) |
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void | OnFocusGain (Agent userAgent) |
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void | OnFocusLose (Agent userAgent) |
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TextObject | GetInfoTextForBeingNotInteractable (Agent userAgent) |
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string | GetDescriptionText (GameEntity gameEntity=null) |
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void | OnUse (Agent userAgent) |
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void | OnUseStopped (Agent userAgent, bool isSuccessful, int preferenceIndex) |
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TextObject | GetName () |
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Vec3 | GetPosition () |
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float | GetTrackDistanceToMainAgent () |
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bool | CheckTracked (BasicCharacterObject basicCharacter) |
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