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