DayZ 1.27
DayZ Explorer by KGB
 
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Класс BotStateBase

represent weapon state base Подробнее...

+ Граф наследования:BotStateBase:

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)
 

Подробное описание

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