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) | |
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