C# Class NPC, UnderworldExporter

Inheritance: MonoBehaviour
Show file Open project: hankmorgan/UnderworldExporter Class Usage Examples

Public Properties

Property Type Description
Ammo int
AnimRange int
CalcFacingForDebug int
CurrentAnim string
Frozen bool
FrozenUpdate short
MagicAttack bool
NPCStatusEffects SpellEffect[]
NPC_DEAD bool
NPC_ID string
NPC_Launcher GameObject
NavMeshRegion string
Poisoned bool
SpellIndex int
adj float
anim Animator
currentState int
gtarg GameObject
gtargName string
isUndead bool
npc_arms int
npc_attitude int
npc_goal int
npc_gtarg int
npc_health int
npc_hp int
npc_hunger int
npc_level int
npc_name int
npc_power int
npc_talkedto int
npc_whoami int
npc_xhome int
npc_yhome int
state int
testforce float

Public Methods

Method Description
AI_INIT ( ) : void
ApplyAttack ( int damage ) : bool

Applies the attack to the NPC

ApplyAttack ( int damage, GameObject source ) : bool

Applies the attack from a known source

Awake ( ) : void
ContextMenuDesc ( int item_id ) : string
ContextMenuUsedDesc ( ) : string
ExecuteAttack ( ) : void

NPC tries to hit the player.

ExecuteMagicAttack ( ) : void

NPC casts a spell.

ExecuteRangedAttack ( ) : void

Executes the ranged attack.

GetImpactPoint ( ) : Vector3
LookAt ( ) : bool

Looks at the NPC

OnDeath ( ) : void

Raises the death events for the player.

TalkTo ( ) : bool

Begins a conversation if possible

UpdateSprite ( ) : void

Updates the appearance of the NPC

UseVerb ( ) : string
playAnimation ( string pAnim, int newState ) : void

Checks if a new animation is needed and if so run it.

Private Methods

Method Description
NPCMoodDesc ( ) : string

Gives a mood string for NPCs

facing ( float angle ) : int

Breaks down the angle in the the facing sector. Clockwise from 0)

Method Details

AI_INIT() public method

public AI_INIT ( ) : void
return void

ApplyAttack() public method

Applies the attack to the NPC
public ApplyAttack ( int damage ) : bool
damage int Damage.
return bool

ApplyAttack() public method

Applies the attack from a known source
public ApplyAttack ( int damage, GameObject source ) : bool
damage int Damage.
source GameObject Source.
return bool

Awake() public method

public Awake ( ) : void
return void

ContextMenuDesc() public method

public ContextMenuDesc ( int item_id ) : string
item_id int
return string

ContextMenuUsedDesc() public method

public ContextMenuUsedDesc ( ) : string
return string

ExecuteAttack() public method

NPC tries to hit the player.
public ExecuteAttack ( ) : void
return void

ExecuteMagicAttack() public method

NPC casts a spell.
public ExecuteMagicAttack ( ) : void
return void

ExecuteRangedAttack() public method

Executes the ranged attack.
public ExecuteRangedAttack ( ) : void
return void

GetImpactPoint() public method

public GetImpactPoint ( ) : Vector3
return Vector3

LookAt() public method

Looks at the NPC
public LookAt ( ) : bool
return bool

OnDeath() public method

Raises the death events for the player.
public OnDeath ( ) : void
return void

TalkTo() public method

Begins a conversation if possible
public TalkTo ( ) : bool
return bool

UpdateSprite() public method

Updates the appearance of the NPC
public UpdateSprite ( ) : void
return void

UseVerb() public method

public UseVerb ( ) : string
return string

playAnimation() public method

Checks if a new animation is needed and if so run it.
public playAnimation ( string pAnim, int newState ) : void
pAnim string P animation.
newState int New state.
return void

Property Details

Ammo public property

public int Ammo
return int

AnimRange public property

public int AnimRange
return int

CalcFacingForDebug public property

public int CalcFacingForDebug
return int

CurrentAnim public property

public string CurrentAnim
return string

Frozen public property

public bool Frozen
return bool

FrozenUpdate public property

public short FrozenUpdate
return short

MagicAttack public property

public bool MagicAttack
return bool

NPCStatusEffects public property

public SpellEffect[] NPCStatusEffects
return SpellEffect[]

NPC_DEAD public property

public bool NPC_DEAD
return bool

NPC_ID public property

public string NPC_ID
return string

NPC_Launcher public property

public GameObject NPC_Launcher
return GameObject

NavMeshRegion public property

public string NavMeshRegion
return string

Poisoned public property

public bool Poisoned
return bool

SpellIndex public property

public int SpellIndex
return int

adj public property

public float adj
return float

anim public property

public Animator anim
return Animator

currentState public property

public int currentState
return int

gtarg public property

public GameObject gtarg
return GameObject

gtargName public property

public string gtargName
return string

isUndead public property

public bool isUndead
return bool

npc_arms public property

public int npc_arms
return int

npc_attitude public property

public int npc_attitude
return int

npc_goal public property

public int npc_goal
return int

npc_gtarg public property

public int npc_gtarg
return int

npc_health public property

public int npc_health
return int

npc_hp public property

public int npc_hp
return int

npc_hunger public property

public int npc_hunger
return int

npc_level public property

public int npc_level
return int

npc_name public property

public int npc_name
return int

npc_power public property

public int npc_power
return int

npc_talkedto public property

public int npc_talkedto
return int

npc_whoami public property

public int npc_whoami
return int

npc_xhome public property

public int npc_xhome
return int

npc_yhome public property

public int npc_yhome
return int

state public property

public int state
return int

testforce public property

public float testforce
return float