represent weapon state base Подробнее...
Защищенные члены | |
void | BotTimedWait (Bot bot=NULL, BotStateBase parent=NULL, float timeout=3.0) |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | OnTimeout () |
Защищенные данные | |
float | m_Timeout = 3.0 |
bool | m_Periodic = true |
Закрытые члены | |
void | BotHunt (Bot bot=NULL, BotStateBase parent=NULL) |
void | SelectTarget () |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | BotStanceRandomizer (Bot bot=NULL, BotStateBase parent=NULL) |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | BotTestAttachAndDropCycle (Bot bot=NULL, BotStateBase parent=NULL) |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | BotTestItemMoveBackAndForth (Bot bot=NULL, BotStateBase parent=NULL) |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
int | GetNextSlot (int curr) |
override void | OnUpdate (float dt) |
void | BotSpawnEntityInHands (Bot bot=NULL, BotStateBase parent=NULL, string new_type="") |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | Bot_TestSpawnOpen (Bot bot=NULL, BotStateBase parent=NULL, string new_type="") |
override void | OnEntry (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
override void | OnEntry (BotEventBase e) |
override void | OnAbort (BotEventBase e) |
override void | OnExit (BotEventBase e) |
override void | OnUpdate (float dt) |
void | BotStateBase (Bot bot=NULL, BotStateBase parent=NULL) |
nested state machine (or null) | |
PlayerBase | GetPlayerOwner () |
void | SetParentState (BotStateBase parent) |
allows construction of hierarchical state machine | |
BotStateBase | GetParentState () |
bool | HasFSM () |
BotFSM | GetFSM () |
bool | ProcessEvent (BotEventBase e) |
void | AddTransition (FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > t) |
adds transition into m_FSM transition table | |
void | OnEntry (BotEventBase e) |
void | OnUpdate (float dt) |
void | OnAbort (BotEventBase e) |
void | OnExit (BotEventBase e) |
bool | IsWaitingForActionFinish () |
waiting for active animation action/actionType finish | |
bool | IsIdle () |
idle state does not expect any animation events | |
void | OnSubMachineChanged (BotStateBase src, BotStateBase dst) |
called when sub-machine has changed its state | |
void | OnStateChanged (BotStateBase src, BotStateBase dst) |
called on current state when state machine has changed its state | |
Закрытые данные | |
Man | m_Target |
float | m_dtAccumulator = 0.0 |
ref BotHunt_Tracking | m_Tracking |
ref BotHunt_Hunting | m_Hunting |
EntityAI | m_Target |
bool | m_TargetInSight = false |
bool | m_TargetLost = false |
bool | m_Tracking = true |
ref HumanMovementState | m_State = new HumanMovementState() |
EntityAI | m_Entity |
ref BotTestAttachAndDropCycle_Detaching | m_Detaching |
ref BotTestAttachAndDropCycle_Attaching | m_Attaching |
ref BotTestItemMoveBackAndForth_MoveFromSlotToSlot | m_Move |
int | m_WaitingForSlot = InventorySlots.INVALID |
int | m_hgSlot = InventorySlots.GetSlotIdFromString("Headgear") |
int | m_mskSlot = InventorySlots.GetSlotIdFromString("Mask") |
string | m_Type |
ref BotSpawnEntityInHands | m_Spawning |
ref BotOpenEntityInHands | m_Opening |
PlayerBase | m_Owner |
Bot | m_Bot |
man that this state belongs to | |
BotStateBase | m_ParentState |
bot that this state belongs to | |
ref BotFSM | m_FSM |
hierarchical parent state of this state (or null) | |
represent weapon state base
Class comes with entry/update/exit hooks that can be overriden in custom states
Class is ready for hierarchic composition, i.e. this state having a sub-machine running under hood. If no m_FSM member is configured, class acts as ordinary plain finite machine state.
См. определение в файле Bot_Hunt.c строка 15