Class Bot
- Namespace
- DefaultNamespace
- Assembly
- Assembly-CSharp.dll
public class Bot : MonoBehaviour, IHasPatrolGroup
- Inheritance
-
Bot
- Implements
-
- Inherited Members
-
- Extension Methods
-
Constructors
Bot()
Fields
aggro
Field Value
- bool
alertable
Field Value
- bool
animMoveSpeedFactor
public float animMoveSpeedFactor
Field Value
- float
attackType
Field Value
- int
attacking
Field Value
- bool
botSounds
public UniversalBotSounds botSounds
Field Value
- UniversalBotSounds
busy
Field Value
- bool
canJumpScareFromBehind
public bool canJumpScareFromBehind
Field Value
- bool
public Transform centerTransform
Field Value
- Transform
conditionalObject
public GameObject conditionalObject
Field Value
- GameObject
currentPlayerCheckID
public int currentPlayerCheckID
Field Value
- int
distanceToTarget
public float distanceToTarget
Field Value
- float
distanceToTarget_Flat
public float distanceToTarget_Flat
Field Value
- float
flashLightRequireLineOfSight
public bool flashLightRequireLineOfSight
Field Value
- bool
framesSincePatrol
public int framesSincePatrol
Field Value
- int
public Transform groundTransform
Field Value
- Transform
hasBeenSearchingFor
public float hasBeenSearchingFor
Field Value
- float
hasConditionalObject
public bool hasConditionalObject
Field Value
- bool
hasSearchPoint
public bool hasSearchPoint
Field Value
- bool
hurt
Field Value
- bool
ignoredPlayers
public List<Player> ignoredPlayers
Field Value
- List<Player>
jumpScareLevel
public int jumpScareLevel
Field Value
- int
lastGodNavPos
public Vector3 lastGodNavPos
Field Value
- Vector3
lastNoisePos
public Vector3 lastNoisePos
Field Value
- Vector3
lastPatrolPoint
public PatrolPoint lastPatrolPoint
Field Value
- PatrolPoint
lastPlayerID
Field Value
- int
lightLevelRequired
public int lightLevelRequired
Field Value
- int
m_OnTargetChangeAction
public Action m_OnTargetChangeAction
Field Value
- Action
moveSpeedMultiplier
public float moveSpeedMultiplier
Field Value
- float
navDestination_Read
public Vector3 navDestination_Read
Field Value
- Vector3
navDirection_Read
public Vector3 navDirection_Read
Field Value
- Vector3
navOffset
Field Value
- Vector3
navTargetPos_Set
public Vector3 navTargetPos_Set
Field Value
- Vector3
navigationSpeedAdjustment
public float navigationSpeedAdjustment
Field Value
- float
nrOfAlerts
Field Value
- int
patrolGroups
public List<PatrolPoint.PatrolGroup> patrolGroups
Field Value
- List<PatrolPoint.PatrolGroup>
patrolLeader
Field Value
- Bot
patrolPoint
public PatrolPoint patrolPoint
Field Value
- PatrolPoint
remainingNavDistance
public float remainingNavDistance
Field Value
- float
searchPoint
public Vector3 searchPoint
Field Value
- Vector3
seeBodypartValue
public float seeBodypartValue
Field Value
- float
sinceAlert
Field Value
- float
sinceAttack
Field Value
- float
sinceFlashLit
public float sinceFlashLit
Field Value
- float
sinceFlashLit_LevelLight
public float sinceFlashLit_LevelLight
Field Value
- float
sinceFlashLit_PlayerLight
public float sinceFlashLit_PlayerLight
Field Value
- float
sinceHeardNoise
public float sinceHeardNoise
Field Value
- float
sinceLastSawTarget
public float sinceLastSawTarget
Field Value
- float
sinceLookForTarget
public float sinceLookForTarget
Field Value
- float
sinceSyncAttacking
public float sinceSyncAttacking
Field Value
- float
slowDownWhenNavigating
public bool slowDownWhenNavigating
Field Value
- bool
suspicionValue
public float suspicionValue
Field Value
- float
syncData
public Bot.SyncData syncData
Field Value
- Bot.SyncData
targetAngle
Field Value
- float
targetAngle_Nav
public float targetAngle_Nav
Field Value
- float
targetBodypart
public Rigidbody targetBodypart
Field Value
- Rigidbody
targetIsHiding
public bool targetIsHiding
Field Value
- bool
targetOutOfRangeFor
public float targetOutOfRangeFor
Field Value
- float
targetPlayer
public Player targetPlayer
Field Value
- Player
targetUnReachable
public bool targetUnReachable
Field Value
- bool
teleportAction
public Action<Vector3> teleportAction
Field Value
- Action<Vector3>
turnVel
Field Value
- float
view
Field Value
- PhotonView
Methods
AbleToAttack(float, float, Player)
public bool AbleToAttack(float range = 4, float minSinceAttack = 2.5, Player playerReference = null)
Parameters
range
float
minSinceAttack
float
playerReference
Player
Returns
- bool
AddOnTargetChangeAction(Action)
public void AddOnTargetChangeAction(Action a)
Parameters
a
Action
Alert(Vector3, int)
public void Alert(Vector3 alertPosition, int alerts = 1)
Parameters
alertPosition
Vector3
alerts
int
AngleToLookDirection(Vector3)
public float AngleToLookDirection(Vector3 direction)
Parameters
direction
Vector3
Returns
- float
Back()
BusyOrAttacking()
public bool BusyOrAttacking()
Returns
- bool
CanSee(Vector3, Vector3, float, float)
public bool CanSee(Vector3 from, Vector3 to, float maxDistance, float maxAngle)
Parameters
from
Vector3
to
Vector3
maxDistance
float
maxAngle
float
Returns
- bool
CanSeeTarget(Vector3, float)
public bool CanSeeTarget(Vector3 headPosition, float angle = 110)
Parameters
headPosition
Vector3
angle
float
Returns
- bool
Center()
Returns
- Vector3
ChaseTarget(Vector3, float, float, bool, float, bool, bool, bool)
public void ChaseTarget(Vector3 headPosition, float targetDistance = 1.75, float sidePrediction = 1, bool lookForBetterTarget = true, float rotationSpeed = 3, bool loseInterestIfUnreachable = false, bool backUpIfTooClose = true, bool canRotateWhenStandingStill = true)
Parameters
headPosition
Vector3
targetDistance
float
sidePrediction
float
lookForBetterTarget
bool
rotationSpeed
float
loseInterestIfUnreachable
bool
backUpIfTooClose
bool
canRotateWhenStandingStill
bool
Destroy()
DoNavigationSlowing()
public void DoNavigationSlowing()
DoNothing()
GetGroup()
public List<PatrolPoint.PatrolGroup> GetGroup()
Returns
- List<PatrolPoint.PatrolGroup>
GetNearbyPlayerInSight(float, float)
public Player GetNearbyPlayerInSight(float range, float angle)
Parameters
range
float
angle
float
Returns
- Player
GetTargetPlayer()
public void GetTargetPlayer()
GroundPos()
public Vector3 GroundPos()
Returns
- Vector3
HasRecentNoise()
public bool HasRecentNoise()
Returns
- bool
IgnoreTargetFor(Player, float)
public void IgnoreTargetFor(Player target, float ignoreFor)
Parameters
target
Player
ignoreFor
float
Investigate()
public void Investigate()
InvestigateCurrentTarget(Vector3, float, float, float, bool, bool)
public void InvestigateCurrentTarget(Vector3 headPos, float aggroSpeed = 1, float maxRange = 30, float rotationSpeed = 3, bool lookAt = true, bool searchPoint = true)
Parameters
headPos
Vector3
aggroSpeed
float
maxRange
float
rotationSpeed
float
lookAt
bool
searchPoint
bool
KeepDistanceHover(Vector3, float, float)
public void KeepDistanceHover(Vector3 pos, float distance, float sideMove)
Parameters
pos
Vector3
distance
float
sideMove
float
Look(Vector3, float)
public void Look(Vector3 direction, float rotationSpeed = 3)
Parameters
direction
Vector3
rotationSpeed
float
LookAt(Vector3, float)
public void LookAt(Vector3 position, float rotationSpeed = 3)
Parameters
position
Vector3
rotationSpeed
float
LookForBetterTarget(Vector3, float, float)
public void LookForBetterTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
headPosition
Vector3
maxRange
float
maxAngle
float
LookForTarget(Vector3, float, float, float)
public bool LookForTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110, float timeToSeeTarget = 1)
Parameters
headPosition
Vector3
maxRange
float
maxAngle
float
timeToSeeTarget
float
Returns
- bool
LoseTarget()
OnDestroy()
OnNoisePlayed(Vector3, float, int)
public void OnNoisePlayed(Vector3 noisePosition, float noiseRange, int alerts = 1)
Parameters
noisePosition
Vector3
noiseRange
float
alerts
int
Patrol(bool, bool, float, bool, Vector3, bool)
public bool Patrol(bool look = true, bool walk = true, float rotationSpeed = 3, bool listenToNoise = true, Vector3 preferedDirection = default, bool alertable = true)
Parameters
look
bool
walk
bool
rotationSpeed
float
listenToNoise
bool
preferedDirection
Vector3
alertable
bool
Returns
- bool
RPCA_BotSetAttacking(bool)
[PunRPC]
public void RPCA_BotSetAttacking(bool setAttacking)
Parameters
setAttacking
bool
RemoveTargetChangeAction(Action)
public void RemoveTargetChangeAction(Action a)
Parameters
a
Action
RotateThenMove(Vector3, float)
public void RotateThenMove(Vector3 dir, float rotationSpeed = 3)
Parameters
dir
Vector3
rotationSpeed
float
Run()
SearchForTargetBodyPart(Vector3, float, float)
public Rigidbody SearchForTargetBodyPart(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
headPosition
Vector3
maxRange
float
maxAngle
float
Returns
- Rigidbody
SearchPoint(float)
public void SearchPoint(float rotationSpeed)
Parameters
rotationSpeed
float
SetLeader(Bot)
public void SetLeader(Bot leader)
Parameters
leader
Bot
SetMovementWorld(Vector3)
public void SetMovementWorld(Vector3 worldMove)
Parameters
worldMove
Vector3
SetSyncAttacking(bool)
public void SetSyncAttacking(bool setAttacking)
Parameters
setAttacking
bool
SetTargetPlayer(Player)
public void SetTargetPlayer(Player player)
Parameters
player
Player
public void SetTransform()
SpeedFactor()
public float SpeedFactor()
Returns
- float
StandStill()
Start()
TargetLookY()
public float TargetLookY()
Returns
- float
Teleport(Vector3)
public void Teleport(Vector3 position)
Parameters
position
Vector3
TryToReturnTarget(Vector3, float, float)
public Player TryToReturnTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
headPosition
Vector3
maxRange
float
maxAngle
float
Returns
- Player
Update()
UpdateLocalVariables()
public void UpdateLocalVariables()
UpdateVariables()
public void UpdateVariables()
ValidateChase(Vector3, float)
public void ValidateChase(Vector3 headPosition, float loseTargetTime = 4.5)
Parameters
headPosition
Vector3
loseTargetTime
float
Walk()
WalkAway(Vector3)
public void WalkAway(Vector3 walkAwayDir)
Parameters
walkAwayDir
Vector3
WorldMoveTo(Vector3)
public void WorldMoveTo(Vector3 position)
Parameters
position
Vector3