Platformer Pro  2.3.2
A platform game kit for Unity.
PlatformerPro.EnemyAI_SenseAndShoot Class Reference

Extension to see and shoot which also has a proximity like sense (for example could be hearing). More...

Inheritance diagram for PlatformerPro.EnemyAI_SenseAndShoot:
PlatformerPro.EnemyAI_SeeAndShoot PlatformerPro.EnemyAI PlatformerPro.PlatformerProMonoBehaviour

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. And cast a circle from the circle offset to "sense" the player. More...
 
- Public Member Functions inherited from PlatformerPro.EnemyAI_SeeAndShoot
override EnemyState Decide ()
 Decide the next move More...
 
- Public Member Functions inherited from PlatformerPro.EnemyAI
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...
 
- Public Member Functions inherited from PlatformerPro.PlatformerProMonoBehaviour
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 senseRadius = 1.0f
 Range of the proximity sense. More...
 
Vector2 senseOffset
 Centre point of the proximity sense. More...
 
LayerMask senseLayers
 Layers to check for characters with proximity sense. More...
 
- Public Attributes inherited from PlatformerPro.EnemyAI_SeeAndShoot
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...
 
- Public Attributes inherited from PlatformerPro.EnemyAI
float decisionInterval
 How long between decisions, increasing this improves performance but makes the enemy less responsive. More...
 

Protected Attributes

Collider2D[] proximityColliders
 Used to store results of overlap call. More...
 
- Protected Attributes inherited from PlatformerPro.EnemyAI_SeeAndShoot
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...
 
- Protected Attributes inherited from PlatformerPro.EnemyAI
float decisionTimer
 Timer for tracking decision interval. More...
 
Enemy enemy
 Enemy reference. More...
 

Additional Inherited Members

- Properties inherited from PlatformerPro.EnemyAI
virtual string ExtraSaveData [get, set]
 If we are going to save the enemy, this data will be saved if save state is enabled. More...
 
- Properties inherited from PlatformerPro.PlatformerProMonoBehaviour
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...
 

Detailed Description

Extension to see and shoot which also has a proximity like sense (for example could be hearing).

Member Function Documentation

◆ Init()

override void PlatformerPro.EnemyAI_SenseAndShoot.Init ( Enemy  enemy)
virtual

Init this enemy AI.

Reimplemented from PlatformerPro.EnemyAI_SeeAndShoot.

◆ Sense()

override bool PlatformerPro.EnemyAI_SenseAndShoot.Sense ( )
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. And cast a circle from the circle offset to "sense" the player.

Reimplemented from PlatformerPro.EnemyAI_SeeAndShoot.

Member Data Documentation

◆ proximityColliders

Collider2D [] PlatformerPro.EnemyAI_SenseAndShoot.proximityColliders
protected

Used to store results of overlap call.

◆ senseLayers

LayerMask PlatformerPro.EnemyAI_SenseAndShoot.senseLayers

Layers to check for characters with proximity sense.

◆ senseOffset

Vector2 PlatformerPro.EnemyAI_SenseAndShoot.senseOffset

Centre point of the proximity sense.

◆ senseRadius

float PlatformerPro.EnemyAI_SenseAndShoot.senseRadius = 1.0f

Range of the proximity sense.


The documentation for this class was generated from the following file: