Battle Talent  V11
Public Types | Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Events | List of all members
CrossLink.AIController Class Reference

Inherits CrossLink.AIProxy.

Public Types

enum class  AIMode {
  Attack , Idle , Waiting , Follow ,
  None
}
 
enum class  AttackSubState { Confront , Attack }
 

Public Member Functions

override string GetCamp ()
 
override Transform GetTransform ()
 
override RagdollAnim GetRagdoll ()
 
override CombatAttr GetAttr ()
 
override CharacterControllerBase GetControllerBase ()
 
override void EnterLodLv (LodLevel lv, float dis)
 
override bool BeAbleToGazeByConfig ()
 
void StopWeaponIKForAWhile (float extraSec=0)
 
float GetCommandOrderedTime ()
 
void SetFollowTarget (AIProxy target)
 
AIMode GetAIState ()
 
void SetAIState (AIMode ai)
 
void StayCommand ()
 
void AttackCommand (AIProxy target)
 
void MoveCommand (AIProxy target, float dis)
 
void MoveCommand (Vector3 pos)
 
void FollowCommand (AIProxy followTarget)
 
void PlayActionCommand (AIProxy target, ActionData ad)
 
bool IsIndependentAtkDesire ()
 
float GetBestDistance ()
 
override void TickAI ()
 
bool IsHateEnabled ()
 
void TickHateList ()
 
bool IsHate (AIProxy target)
 
void AddHate (AIProxy target, float hateValue=5)
 
void ReduceHateValue (float delta)
 
override bool CanAimTarget ()
 
override bool IsDown ()
 
override bool IsPowerfulRole ()
 
override void CancelAction ()
 
override void SelectTarget (AIProxy target)
 
bool AimTarget (AIProxy target)
 
bool IsAimWell (AIProxy target)
 
float GetLastPathFindTime ()
 
bool IsJustPathFindLately ()
 
bool IsGetPathFailRecently ()
 
bool IsMoveRecently ()
 
bool IsMoving ()
 
void MoveToDistance (Vector3 tpos, float d, float range=0, bool allowDirectWalk=true)
 
void UpdateWithPath (Pathfinding.ABPath abPath, Vector3 moveDest)
 
ActionData GetSuitableActionToPerform (Actor actor, float distance, ActionData bypass=null)
 
void PerformSpecificAction (ActionData action)
 
void PerformDodgeAction ()
 

Public Attributes

FullCharacterControl fc
 
Pathfinding.Seeker seeker
 
MoveIndicator indicator
 
float hateThreshold = -1
 
float hateReduceMlp = 1
 
float confrontAtkDesire = -1
 
float checkDodgePob = 0.3f
 
float checkTuantPob = 0f
 
float checkTuantDisMin = 4
 
float checkTuantDisMax = 8
 
float switchActionPob = 0.5f
 
float switchActionInterval = 5
 
bool standstill = false
 
float dynamicAtkSpeed = -1
 
float dynamicAtkSpeedRange = -1
 
float beBlockWhenStrongAtkRate = -1
 
float atkOffsetMin = 0
 
float atkOffsetMax = 0
 
Transform headTrans
 
bool isRangeUnit = false
 
bool ignoreBlockByAlly = false
 
float bestAtkDistance = 4f
 
float atkDesire = 0.5f
 
float waitTimeMax = 5
 
float waitTimeMin = 1
 
float stiffTimeMax = 4
 
float stiffTimeMin = 0.2f
 
float atkCooldown = 0
 
float atkCooldownMin = -1
 
ActionData[] aiActions
 
ActionData[] dodgeActions
 
CooldownSlot[] cooldownSlots
 
ActionData[] wakeupActions
 
System.Func< bool > OverrideAI = null
 

Static Public Attributes

static float GlobalDynamicSpeedMlp = -1
 
static bool CheatAtkDesire = false
 
static float GlobalSurroundTimeMlp = 1
 

Protected Member Functions

void Start ()
 
override void OnGazeEnter (InteractCharacter ic)
 
override void OnGazeExit ()
 
override void OnGazeUpdate (InteractCharacter ic)
 
override void OnGazeLeaving ()
 
override bool CanDoGazeReact ()
 
override void SetInAction ()
 

Events

System.Action< AIMode > AIStateChangeEvent
 
System.Action< AIController, AIProxy, ActionData > AttackEvent
 

Additional Inherited Members

Member Function Documentation

◆ TickAI()

override void CrossLink.AIController.TickAI ( )
virtual

Actual Action

Reimplemented from CrossLink.AIProxy.