Class Bot
- Namespace
- DefaultNamespace
- Assembly
- Assembly-CSharp.dll
public class Bot : MonoBehaviour, IHasPatrolGroup
- Inheritance
-
Bot
- Implements
- Inherited Members
- Extension Methods
Constructors
Bot()
public Bot()
Fields
aggro
public bool aggro
Field Value
alertable
public bool alertable
Field Value
animMoveSpeedFactor
public float animMoveSpeedFactor
Field Value
attackType
public int attackType
Field Value
attacking
public bool attacking
Field Value
botSounds
public UniversalBotSounds botSounds
Field Value
busy
public bool busy
Field Value
canJumpScareFromBehind
public bool canJumpScareFromBehind
Field Value
centerTransform
public Transform centerTransform
Field Value
conditionalObject
public GameObject conditionalObject
Field Value
- GameObject
currentPlayerCheckID
public int currentPlayerCheckID
Field Value
distanceToTarget
public float distanceToTarget
Field Value
distanceToTarget_Flat
public float distanceToTarget_Flat
Field Value
flashLightRequireLineOfSight
public bool flashLightRequireLineOfSight
Field Value
framesSincePatrol
public int framesSincePatrol
Field Value
groundTransform
public Transform groundTransform
Field Value
hasBeenSearchingFor
public float hasBeenSearchingFor
Field Value
hasConditionalObject
public bool hasConditionalObject
Field Value
hasSearchPoint
public bool hasSearchPoint
Field Value
hurt
public bool hurt
Field Value
ignoredPlayers
public List<Player> ignoredPlayers
Field Value
jumpScareLevel
public int jumpScareLevel
Field Value
lastGodNavPos
public Vector3 lastGodNavPos
Field Value
- Vector3
lastNoisePos
public Vector3 lastNoisePos
Field Value
- Vector3
lastPatrolPoint
public PatrolPoint lastPatrolPoint
Field Value
lastPlayerID
public int lastPlayerID
Field Value
lightLevelRequired
public int lightLevelRequired
Field Value
m_OnTargetChangeAction
public Action m_OnTargetChangeAction
Field Value
moveSpeedMultiplier
public float moveSpeedMultiplier
Field Value
navDestination_Read
public Vector3 navDestination_Read
Field Value
- Vector3
navDirection_Read
public Vector3 navDirection_Read
Field Value
- Vector3
navOffset
public Vector3 navOffset
Field Value
- Vector3
navTargetPos_Set
public Vector3 navTargetPos_Set
Field Value
- Vector3
navigationSpeedAdjustment
public float navigationSpeedAdjustment
Field Value
nrOfAlerts
public int nrOfAlerts
Field Value
patrolGroups
public List<PatrolPoint.PatrolGroup> patrolGroups
Field Value
patrolLeader
public Bot patrolLeader
Field Value
patrolPoint
public PatrolPoint patrolPoint
Field Value
remainingNavDistance
public float remainingNavDistance
Field Value
searchPoint
public Vector3 searchPoint
Field Value
- Vector3
seeBodypartValue
public float seeBodypartValue
Field Value
sinceAlert
public float sinceAlert
Field Value
sinceAttack
public float sinceAttack
Field Value
sinceFlashLit
public float sinceFlashLit
Field Value
sinceFlashLit_LevelLight
public float sinceFlashLit_LevelLight
Field Value
sinceFlashLit_PlayerLight
public float sinceFlashLit_PlayerLight
Field Value
sinceHeardNoise
public float sinceHeardNoise
Field Value
sinceLastSawTarget
public float sinceLastSawTarget
Field Value
sinceLookForTarget
public float sinceLookForTarget
Field Value
sinceSyncAttacking
public float sinceSyncAttacking
Field Value
slowDownWhenNavigating
public bool slowDownWhenNavigating
Field Value
suspicionValue
public float suspicionValue
Field Value
syncData
public Bot.SyncData syncData
Field Value
targetAngle
public float targetAngle
Field Value
targetAngle_Nav
public float targetAngle_Nav
Field Value
targetBodypart
public Rigidbody targetBodypart
Field Value
targetIsHiding
public bool targetIsHiding
Field Value
targetOutOfRangeFor
public float targetOutOfRangeFor
Field Value
targetPlayer
public Player targetPlayer
Field Value
targetUnReachable
public bool targetUnReachable
Field Value
teleportAction
public Action<Vector3> teleportAction
Field Value
- Action<Vector3>
turnVel
public float turnVel
Field Value
view
public PhotonView view
Field Value
- PhotonView
Methods
AbleToAttack(float, float, Player)
public bool AbleToAttack(float range = 4, float minSinceAttack = 2.5, Player playerReference = null)
Parameters
Returns
AddOnTargetChangeAction(Action)
public void AddOnTargetChangeAction(Action a)
Parameters
aAction
Alert(Vector3, int)
public void Alert(Vector3 alertPosition, int alerts = 1)
Parameters
alertPositionVector3alertsint
AngleToLookDirection(Vector3)
public float AngleToLookDirection(Vector3 direction)
Parameters
directionVector3
Returns
Back()
public void Back()
BusyOrAttacking()
public bool BusyOrAttacking()
Returns
CanSee(Vector3, Vector3, float, float)
public bool CanSee(Vector3 from, Vector3 to, float maxDistance, float maxAngle)
Parameters
Returns
CanSeeTarget(Vector3, float)
public bool CanSeeTarget(Vector3 headPosition, float angle = 110)
Parameters
headPositionVector3anglefloat
Returns
Center()
public Vector3 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
headPositionVector3targetDistancefloatsidePredictionfloatlookForBetterTargetboolrotationSpeedfloatloseInterestIfUnreachableboolbackUpIfTooCloseboolcanRotateWhenStandingStillbool
Destroy()
public void Destroy()
DoNavigationSlowing()
public void DoNavigationSlowing()
DoNothing()
public void DoNothing()
GetGroup()
public List<PatrolPoint.PatrolGroup> GetGroup()
Returns
GetNearbyPlayerInSight(float, float)
public Player GetNearbyPlayerInSight(float range, float angle)
Parameters
Returns
GetTargetPlayer()
public void GetTargetPlayer()
GroundPos()
public Vector3 GroundPos()
Returns
- Vector3
HasRecentNoise()
public bool HasRecentNoise()
Returns
IgnoreTargetFor(Player, float)
public void IgnoreTargetFor(Player target, float ignoreFor)
Parameters
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
KeepDistanceHover(Vector3, float, float)
public void KeepDistanceHover(Vector3 pos, float distance, float sideMove)
Parameters
Look(Vector3, float)
public void Look(Vector3 direction, float rotationSpeed = 3)
Parameters
directionVector3rotationSpeedfloat
LookAt(Vector3, float)
public void LookAt(Vector3 position, float rotationSpeed = 3)
Parameters
positionVector3rotationSpeedfloat
LookForBetterTarget(Vector3, float, float)
public void LookForBetterTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
LookForTarget(Vector3, float, float, float)
public bool LookForTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110, float timeToSeeTarget = 1)
Parameters
Returns
LoseTarget()
public void LoseTarget()
OnDestroy()
public void OnDestroy()
OnNoisePlayed(Vector3, float, int)
public void OnNoisePlayed(Vector3 noisePosition, float noiseRange, int alerts = 1)
Parameters
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
Returns
RPCA_BotSetAttacking(bool)
[PunRPC]
public void RPCA_BotSetAttacking(bool setAttacking)
Parameters
setAttackingbool
RemoveTargetChangeAction(Action)
public void RemoveTargetChangeAction(Action a)
Parameters
aAction
RotateThenMove(Vector3, float)
public void RotateThenMove(Vector3 dir, float rotationSpeed = 3)
Parameters
dirVector3rotationSpeedfloat
Run()
public void Run()
SearchForTargetBodyPart(Vector3, float, float)
public Rigidbody SearchForTargetBodyPart(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
Returns
SearchPoint(float)
public void SearchPoint(float rotationSpeed)
Parameters
rotationSpeedfloat
SetLeader(Bot)
public void SetLeader(Bot leader)
Parameters
leaderBot
SetMovementWorld(Vector3)
public void SetMovementWorld(Vector3 worldMove)
Parameters
worldMoveVector3
SetSyncAttacking(bool)
public void SetSyncAttacking(bool setAttacking)
Parameters
setAttackingbool
SetTargetPlayer(Player)
public void SetTargetPlayer(Player player)
Parameters
playerPlayer
SetTransform()
public void SetTransform()
SpeedFactor()
public float SpeedFactor()
Returns
StandStill()
public void StandStill()
Start()
public void Start()
TargetLookY()
public float TargetLookY()
Returns
Teleport(Vector3)
public void Teleport(Vector3 position)
Parameters
positionVector3
TryToReturnTarget(Vector3, float, float)
public Player TryToReturnTarget(Vector3 headPosition, float maxRange = 70, float maxAngle = 110)
Parameters
Returns
Update()
public void Update()
UpdateLocalVariables()
public void UpdateLocalVariables()
UpdateVariables()
public void UpdateVariables()
ValidateChase(Vector3, float)
public void ValidateChase(Vector3 headPosition, float loseTargetTime = 4.5)
Parameters
headPositionVector3loseTargetTimefloat
Walk()
public void Walk()
WalkAway(Vector3)
public void WalkAway(Vector3 walkAwayDir)
Parameters
walkAwayDirVector3
WorldMoveTo(Vector3)
public void WorldMoveTo(Vector3 position)
Parameters
positionVector3