|
| MyBehaviorTreeState | IdleDanger () |
| | Changes the state to an idle state sensing danger More...
|
| |
| override void | Init_Idle () |
| |
| override MyBehaviorTreeState | Idle () |
| |
| override void | Init_GotoTarget () |
| |
| MyBehaviorTreeState | FindWanderLocation ([BTOut] ref MyBBMemoryTarget outTarget) |
| |
| MyBehaviorTreeState | IsHumanInArea ([BTParam] int standingRadius, [BTParam] int crouchingRadius, [BTOut] ref MyBBMemoryTarget outTarget) |
| |
| MyBehaviorTreeState | AmIBeingFollowed ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | IsHumanNotInArea ([BTParam] int standingRadius, [BTParam] int crouchingRadius, [BTOut] ref MyBBMemoryTarget outTarget) |
| |
| MyBehaviorTreeState | FindRandomSafeLocation ([BTIn] ref MyBBMemoryTarget inTargetEnemy, [BTOut] ref MyBBMemoryTarget outTargetLocation) |
| |
| void | Init_RunAway () |
| |
| MyBehaviorTreeState | RunAway () |
| |
| void | Post_RunAway () |
| |
| MyBehaviorTreeState | PlaySound ([BTParam] string soundtrack) |
| |
Protected Member Functions inherited from Sandbox.Game.AI.Actions.MyAgentActions |
| | MyAgentActions (MyAgentBot bot) |
| |
| MyBehaviorTreeState | AimWithMovement () |
| |
| MyBehaviorTreeState | GotoTarget () |
| |
| void | Post_GotoTarget () |
| |
| virtual void | Init_GotoTargetNoPathfinding () |
| |
| MyBehaviorTreeState | GotoTargetNoPathfinding ([BTParam] float radius, [BTParam] bool resetStuckDetection) |
| |
| void | Init_AimAtTarget () |
| |
| MyBehaviorTreeState | AimAtTarget () |
| |
| void | Post_AimAtTarget () |
| |
| void | Init_AimAtTargetCustom () |
| |
| MyBehaviorTreeState | AimAtTargetCustom ([BTParam] float tolerance) |
| |
| void | Post_AimAtTargetCustom () |
| |
| MyBehaviorTreeState | PlayAnimation ([BTParam] string animationName, [BTParam] bool immediate) |
| |
| MyBehaviorTreeState | IsAtTargetPosition ([BTParam] float radius) |
| |
| MyBehaviorTreeState | IsAtTargetPositionCylinder ([BTParam] float radius, [BTParam] float height) |
| |
| MyBehaviorTreeState | IsNotAtTargetPosition ([BTParam] float radius) |
| |
| MyBehaviorTreeState | IsLookingAtTarget () |
| |
| MyBehaviorTreeState | SetTarget ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | ClearTarget ([BTInOut] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | IsTargetValid ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | HasTargetArea ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | HasTarget () |
| |
| MyBehaviorTreeState | HasNoTarget () |
| |
| MyBehaviorTreeState | Stand () |
| |
| MyBehaviorTreeState | SwitchToWalk () |
| |
| MyBehaviorTreeState | SwitchToRun () |
| |
| void | Init_GotoRandomLocation () |
| |
| MyBehaviorTreeState | GotoRandomLocation () |
| |
| void | Post_GotoRandomLocation () |
| |
| void | Init_GotoAndAimTarget () |
| |
| MyBehaviorTreeState | GotoAndAimTarget () |
| |
| void | Post_GotoAndAimTarget () |
| |
| MyBehaviorTreeState | StopAiming () |
| |
| MyBehaviorTreeState | GotoFailed () |
| |
| MyBehaviorTreeState | ResetGotoFailed () |
| |
| MyBehaviorTreeState | IsMoving () |
| |
| MyBehaviorTreeState | FindClosestPlaceAreaInRadius ([BTParam] float radius, [BTParam] string typeName, [BTOut] ref MyBBMemoryTarget outTarget) |
| |
| MyBehaviorTreeState | IsTargetBlock ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | IsTargetNonBlock ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | FindClosestBlock ([BTOut] ref MyBBMemoryTarget outBlock) |
| |
| MyBehaviorTreeState | SetAndAimTarget ([BTIn] ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | SetTarget (bool aim, ref MyBBMemoryTarget inTarget) |
| |
| MyBehaviorTreeState | FindCharacterInRadius ([BTParam] int radius, [BTOut] ref MyBBMemoryTarget outCharacter) |
| |
| MyBehaviorTreeState | IsCharacterInRadius ([BTParam] int radius) |
| |
| MyBehaviorTreeState | IsNoCharacterInRadius ([BTParam] int radius) |
| |
| MyCharacter | FindCharacterInRadius (int radius, bool ignoreReachability=false) |
| |
| MyBehaviorTreeState | HasCharacter () |
| |
| MyBehaviorTreeState | CallMoveAndRotate () |
| |
| MyBehaviorTreeState | ClearUnreachableEntities () |
| |
Protected Member Functions inherited from Sandbox.Game.AI.Actions.MyBotActionsBase |
| MyBehaviorTreeState | DummyRunningNode () |
| |
| MyBehaviorTreeState | DummySucceedingNode () |
| |
| MyBehaviorTreeState | DummyFailingNode () |
| |
| MyBehaviorTreeState | IsSurvivalGame () |
| |
| MyBehaviorTreeState | IsCreativeGame () |
| |
| MyBehaviorTreeState | SetBoolean ([BTOut] ref MyBBMemoryBool variable, [BTParam] bool value) |
| |
| MyBehaviorTreeState | IsTrue ([BTIn] ref MyBBMemoryBool variable) |
| |
| MyBehaviorTreeState | IsFalse ([BTIn] ref MyBBMemoryBool variable) |
| |
| MyBehaviorTreeState | SetInt ([BTOut] ref MyBBMemoryInt variable, [BTParam] int value) |
| |
| MyBehaviorTreeState | IsIntLargerThan ([BTIn] ref MyBBMemoryInt variable, [BTParam] int value) |
| |
| MyBehaviorTreeState | Increment ([BTInOut] ref MyBBMemoryInt variable) |
| |
Definition at line 20 of file MyAnimalBotActions.cs.