Свойство | Type | Description | |
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AIBehaviour | eSaboteurBehaviour | ||
amIVisible | bool | ||
invisibleTimeCounter | float | ||
myTransform | Transform |
Méthode | Description | |
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AllyStart ( ) : void | ||
AllyUpdate ( ) : void | ||
Awake ( ) : void | ||
CheckForEnemiesInView ( int enemyLayer, float fRadius ) : void |
Check for any enemies inside the field of view of this drone
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CheckRadiusForAgents ( ) : Transform |
This method is called when there an enemy in our view. So, we must decide what is best: engage with this enemy, proceed with our current target, if any, etc.
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DefensiveUpdate ( ) : void | ||
EnemyStart ( ) : void | ||
OffensiveUpdate ( ) : void | ||
OnDrawGizmos ( ) : void | ||
PatrolSawMe ( ) : void | ||
SabotageBuilding ( GameObject goTarget ) : void | ||
Start ( ) : void | ||
Update ( ) : void |
Méthode | Description | |
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PickClosestTargetFromTheList ( List |
Receive a list of possibles targets and return which one is closest to this drone
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public CheckForEnemiesInView ( int enemyLayer, float fRadius ) : void | ||
enemyLayer | int | An int with the layer of the enemy. We will use this to filter other units that /// we are not interested |
fRadius | float | Radius of view |
Résultat | void |
public CheckRadiusForAgents ( ) : Transform | ||
Résultat | Transform |
public SabotageBuilding ( GameObject goTarget ) : void | ||
goTarget | GameObject | |
Résultat | void |