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Platformer Pro
2.3.2
A platform game kit for Unity.
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Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it. More...
Public Member Functions | |
override void | Init (Enemy enemy) |
Init this enemy AI. More... | |
override bool | Sense () |
The sense routine used to detect when something changes. In this case cast a ray from the transform in the facing direction to look for the player. More... | |
override EnemyState | Decide () |
Decide the next move More... | |
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virtual bool | UpdateTimer () |
Update the timer by frame time, we drive this externally so we can halt the mob from a single place (the Enemy script). More... | |
virtual DamageInfo | DoDamage (DamageInfo info) |
Handle damage. More... | |
virtual void | StateTransitioned () |
Called to tell the AI that we were able to handle the desired state. More... | |
virtual void | StateNotTransitioned () |
Called to tell the AI that we were not able to handle the desired state. Usually due to a movement that wont release control. More... | |
virtual void | Message (string message) |
Handle a message sent to the enemy. More... | |
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virtual void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
Public Attributes | |
float | sightDistance = 5.0f |
How far can the enemy see? More... | |
float | yOffset |
Y position of the characters 'eyes'. More... | |
LayerMask | sightLayers |
Layers to check for obstacle and characters. More... | |
float | shootStateTime |
How long to keep shooting at player before going back to the default state. More... | |
int | activityRate |
How often will the character walk about from 0 - never, to 1 - always. More... | |
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float | decisionInterval |
How long between decisions, increasing this improves performance but makes the enemy less responsive. More... | |
Protected Attributes | |
Transform | myTransform |
Cached transform reference. More... | |
float | shootStateTimer |
Counts down from shootStateTime when the player is seen. When non zero the character will be in the shooting state. More... | |
Vector3 | offset |
Store the offset to apply to the sight raycast. More... | |
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float | decisionTimer |
Timer for tracking decision interval. More... | |
Enemy | enemy |
Enemy reference. More... | |
Additional Inherited Members | |
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virtual string | ExtraSaveData [get, set] |
If we are going to save the enemy, this data will be saved if save state is enabled. More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it.
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virtual |
Decide the next move
Reimplemented from PlatformerPro.EnemyAI.
Reimplemented in PlatformerPro.EnemyAI_SeeAndShootWithHide.
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virtual |
Init this enemy AI.
Reimplemented from PlatformerPro.EnemyAI.
Reimplemented in PlatformerPro.EnemyAI_SenseAndShoot, and PlatformerPro.EnemyAI_SeeAndShootWithHide.
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virtual |
The sense routine used to detect when something changes. In this case cast a ray from the transform in the facing direction to look for the player.
Reimplemented from PlatformerPro.EnemyAI.
Reimplemented in PlatformerPro.EnemyAI_SenseAndShoot, and PlatformerPro.EnemyAI_SeeAndShootWithHide.
int PlatformerPro.EnemyAI_SeeAndShoot.activityRate |
How often will the character walk about from 0 - never, to 1 - always.
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protected |
Cached transform reference.
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protected |
Store the offset to apply to the sight raycast.
float PlatformerPro.EnemyAI_SeeAndShoot.shootStateTime |
How long to keep shooting at player before going back to the default state.
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protected |
Counts down from shootStateTime when the player is seen. When non zero the character will be in the shooting state.
float PlatformerPro.EnemyAI_SeeAndShoot.sightDistance = 5.0f |
How far can the enemy see?
LayerMask PlatformerPro.EnemyAI_SeeAndShoot.sightLayers |
Layers to check for obstacle and characters.
float PlatformerPro.EnemyAI_SeeAndShoot.yOffset |
Y position of the characters 'eyes'.