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Function Definitions
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Attack
ResetAttackTriggers
RollTo
RotateAimArm
RotateAimHand
SetCurrentTarget
TriggerDamageRection
UpdateAI
UpdateAimBehaviour
public override void Attack(bool strongAttack = false, int attackID = -1, bool forceCanAttack = false)
Attacks with hands/melee weapon. If owner will tell the networked version to do the exact same attack via RPC.
| Expose Value |
Overrideable |
Returns |
| public |
True |
Does not return anything |
| Parameter Name |
Description |
| strongAttack |
bool type, Is this going to place the strong attack animation? |
| attackID |
int type, The attack ID to play the correct animation type |
| forceCanAttack |
bool type, *Read the invector documentation on this |
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public override void ResetAttackTriggers()
Resets the attack trigger in the animator, if owner tell the others to do the same via RPC.
| Expose Value |
Overrideable |
Returns |
| public |
True |
Does not return anything |
No parameters
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public override void RollTo(Vector3 direction)
Rolls to a particular direction. If owner will tell the networked versions to roll to that same direction. Call is done via RPC.
| Expose Value |
Overrideable |
Returns |
| public |
True |
Does not return anything |
| Parameter Name |
Description |
| direction |
*No found decription |
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protected override void RotateAimArm(bool isUsingLeftHand = false)
Rotates the aim arm normally if owner, if networked version will only rotate to the values it receives in the OnPhotonSerializeView function.
| Expose Value |
Overrideable |
Returns |
| protected |
True |
Does not return anything |
| Parameter Name |
Description |
| isUsingLeftHand |
*No found decription |
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protected override void RotateAimHand(bool isUsingLeftHand = false)
Rotates the aim hand normally if owner, if networked version will only rotate to the values it receives in the OnPhotonSerializeView function.
| Expose Value |
Overrideable |
Returns |
| protected |
True |
Does not return anything |
| Parameter Name |
Description |
| isUsingLeftHand |
*No found decription |
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Set the current target of the AI. If owner will tell the other networked versions to what target they should update themselves to.
| Expose Value |
Overrideable |
Returns |
| public |
True |
Does not return anything |
| Parameter Name |
Description |
| target |
Transform type, the target to target |
| overrideCanseTarget |
bool type, force a sense on the target or not |
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protected override void TriggerDamageRection(vDamage damage)
If owner will trigger the damage reaction animation and tell others to play that animation. If networked player this will do nothing. Call to update others is done via RPC.
| Expose Value |
Overrideable |
Returns |
| protected |
True |
Does not return anything |
| Parameter Name |
Description |
| damage |
vDamage type, tells the type of hit reaction to do. |
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protected override void UpdateAI()
Heartbeat actions of the AI, this is only performed if the owner. If network player it only reacts to things the owner sends.
| Expose Value |
Overrideable |
Returns |
| protected |
True |
Does not return anything |
No parameters
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protected override void UpdateAimBehaviour()
Sets the IK positions, if not the owner will simply rotate IK placements according to received positions in the OnPhotonSerializeView function.
| Expose Value |
Overrideable |
Returns |
| protected |
True |
Does not return anything |
No parameters
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