Inherits CrossLink.AIProxy.
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override string | GetCamp () |
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override CombatAttr | GetAttr () |
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override RagdollAnim | GetRagdoll () |
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override CharacterControllerBase | GetControllerBase () |
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override Transform | GetTransform () |
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override bool | IsDown () |
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bool | IsIgnoreDamage () |
| it's true at some time, such as dashing or smallstep More...
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void | IgnoreDamage (bool ig) |
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override void | OnHitOtherSucc () |
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void | RespawnAndAlive () |
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void | Reborn (float hp) |
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void | OnCollision (Collision collision, RagdollMuscle hitedMu) |
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void | ApplyDamage (Vector3 hitPos, RagdollHitInfo hitInfo) |
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void | UpdateHitWindow () |
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bool | IsFreeze () |
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bool | IsJustFreeze () |
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void | BreakFreeze () |
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void | FreezeForAWhile (float sec) |
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void | EnableFreeze (bool f) |
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bool | IsStiffing () |
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void | SetStiff (float stiffSec, float rotateToRight=0) |
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RagdollMuscle | GetMuscle (string name) |
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float | LastSurroundTime () |
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void | UpdateSurround (AIProxy hitter) |
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AIProxy | GetClosestEnemy () |
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AIProxy | GetClosestFriend () |
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float | GetTargetDistance (AIProxy fc) |
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virtual bool | CanAimTarget () |
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virtual void | SetSelected (bool s) |
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virtual bool | IsSelected () |
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virtual bool | InAction () |
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virtual void | CancelAction () |
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bool | IsCancelActionRecently (float interval=1) |
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virtual void | SelectTarget (AIProxy target) |
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AIProxy | GetTarget () |
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Transform | GetObsTrans () |
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AvoidObstacle | GetObsCheckedObj () |
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Vector3 | GetObsCheckedPoint () |
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bool | CheckBlockByObstacle (AIProxy target) |
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bool | IsBlockByOthers (AIProxy target) |
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virtual bool | IsPowerfulRole () |
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bool | IsWaitRecently () |
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void | Wait (float costTime) |
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virtual void | TickAI () |
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void | GazeUpdate (InteractCharacter ic) |
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virtual void | EnterLodLv (LodLevel lv, float dis) |
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virtual bool | BeAbleToGazeByConfig () |
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void | UpdateGazeInteract () |
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void | Start () |
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void | OnEnable () |
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void | OnDisable () |
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virtual void | SetInAction () |
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virtual bool | CanDoGazeReact () |
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virtual void | OnGazeEnter (InteractCharacter ic) |
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virtual void | OnGazeExit () |
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virtual void | OnGazeUpdate (InteractCharacter ic) |
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virtual void | OnGazeLeaving () |
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static string | OppoCamp (string camp) |
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static Dictionary< Transform, AIProxy > | GetAroundAITarget () |
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static void | SetAIStyle (string styleName) |
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static void | SetHitTime (float ht) |
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static void | UpdateAtkWindowMlp () |
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static float | GetAtkStartTime () |
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static bool | IsGroupTarget (AIProxy target) |
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static float | TargetProtectWindow () |
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static float | TargetAtkWindow () |
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static void | StartAtk (AIProxy src, float actionLen) |
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static void | BreakAtk (AIProxy src) |
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static bool | IsNoCampTargetArround (string camp) |
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static List< AIProxy > | GetTarget (string camp=null) |
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static List< AIProxy > | GetTargetInRangeAndAngle (Vector3 pos, float radius, Vector3 sdir, float dot, string camp=null, bool includeDown=false) |
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static List< AIProxy > | GetTargetInRange (Vector3 pos, float radius, string camp=null, bool includeDown=false) |
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static AIProxy | GetCloestAndAngleTarget (Transform self, float dot, string camp, bool goodRelate=true, bool includeDown=false) |
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static AIProxy | GetCloestTarget (Transform self, string camp, bool goodRelate=true, bool includeDown=false) |
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const string | CampGood = "Good" |
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const string | CampBad = "Bad" |
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const string | CampNone = "None" |
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const float | KissDis = 0.6f |
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const float | Face2FaceDis = 1.2f |
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const float | CollisionDis = 2f |
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const float | MeleeAtkDis = 2.5f |
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const float | MeleeAtkReadyAtkDis = 3f |
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const float | MeleeSafeDis = 4f |
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const float | StandByDis = 8f |
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const float | FarAwayDis = 10f |
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static bool | EnableGroupAI = false |
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static AIProxy | atkAI |
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static float | AIWaitTimeMlp = 0.5f |
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bool | isInAction = false |
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int | actionId = -1 |
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AIProxy | targetSelected = null |
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CharacterControllerBase | blockChar = null |
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float | gazeTime = -1 |
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◆ IsIgnoreDamage()
bool CrossLink.AIPlayer.IsIgnoreDamage |
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it's true at some time, such as dashing or smallstep
- Returns