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Corgi Engine v9.3
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Add this component to a CorgiController2D and it will walk, turn back when it hits a wall, and try and avoid holes if you ask it to. More...
Public Types | |
| enum | WalkBehaviours { Patrol , MoveOnSight } |
| The agent's possible walk behaviours : patrol will have it walk in random directions until a wall or hole is hit, MoveOnSight will make the agent move only when "seeing" a target. More... | |
Public Attributes | |
| WalkBehaviours | WalkBehaviour = WalkBehaviours.Patrol |
| The agent's walk behaviour. More... | |
| bool | ChangeDirectionOnWall = true |
| If set to true, the agent will change direction when hitting a wall. More... | |
| bool | AvoidFalling = false |
| If set to true, the agent will try and avoid falling. More... | |
| Vector3 | HoleDetectionOffset = new Vector3(0, 0, 0) |
| The offset the hole detection should take into account. More... | |
| float | HoleDetectionRaycastLength =1f |
| the length of the ray cast to detect holes More... | |
| float | ViewDistance = 10f |
| The maximum distance at which the AI can see the target. More... | |
| float | StopDistance = 1f |
| the horizontal distance from its target at which the agent will stop moving. Between that distance and the walk distance, the agent will slow down progressively More... | |
| Vector3 | MoveOnSightRayOffset = new Vector3(0,0,0) |
| The offset to apply to the raycast origin point (by default the position of the object) More... | |
| LayerMask | MoveOnSightLayer = LayerManager.PlayerLayerMask |
| the layer mask to use to detect targets More... | |
| LayerMask | MoveOnSightObstaclesLayer = LayerManager.ObstaclesLayerMask |
| the layer mask of the sight obstacles (usually platforms) More... | |
| Vector3 | ObstacleDetectionRayOffset = new Vector3(0,0,0) |
| The offset to apply to the raycast origin point (by default the position of the object) More... | |
| bool | ResetPositionOnDeath = true |
| if this is true, the character will automatically return to its initial position on revive More... | |
Protected Member Functions | |
| virtual void | Start () |
| Initialization More... | |
| virtual void | Initialization () |
| virtual void | Update () |
| Every frame, moves the agent and checks if it can shoot at the player. More... | |
| virtual void | CheckForWalls () |
| Checks for a wall and changes direction if it meets one More... | |
| virtual void | CheckForHoles () |
| Checks for holes More... | |
| virtual void | CheckForTarget () |
| Casts a ray (if needed) to see if a target is in sight. If yes, moves towards it. More... | |
| virtual void | ChangeDirection () |
| Changes the agent's direction and flips its transform More... | |
| virtual void | OnRevive () |
| virtual void | OnEnable () |
| When the player respawns, we reinstate this agent. More... | |
| virtual void | OnDisable () |
Protected Attributes | |
| CorgiController | _controller |
| Character | _character |
| Health | _health |
| CharacterHorizontalMovement | _characterHorizontalMovement |
| Vector2 | _direction |
| Vector2 | _startPosition |
| Vector2 | _initialDirection |
| Vector3 | _initialScale |
| float | _distanceToTarget |
| Vector2 | _raycastOrigin |
| Vector2 | _offset |
Add this component to a CorgiController2D and it will walk, turn back when it hits a wall, and try and avoid holes if you ask it to.
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Changes the agent's direction and flips its transform
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Checks for holes
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Casts a ray (if needed) to see if a target is in sight. If yes, moves towards it.
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Checks for a wall and changes direction if it meets one
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When the player respawns, we reinstate this agent.
| checkpoint | Checkpoint. |
| player | Player. |
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Initialization
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Every frame, moves the agent and checks if it can shoot at the player.
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| bool MoreMountains.CorgiEngine.AIWalk.AvoidFalling = false |
If set to true, the agent will try and avoid falling.
| bool MoreMountains.CorgiEngine.AIWalk.ChangeDirectionOnWall = true |
If set to true, the agent will change direction when hitting a wall.
| Vector3 MoreMountains.CorgiEngine.AIWalk.HoleDetectionOffset = new Vector3(0, 0, 0) |
The offset the hole detection should take into account.
| float MoreMountains.CorgiEngine.AIWalk.HoleDetectionRaycastLength =1f |
the length of the ray cast to detect holes
| LayerMask MoreMountains.CorgiEngine.AIWalk.MoveOnSightLayer = LayerManager.PlayerLayerMask |
the layer mask to use to detect targets
| LayerMask MoreMountains.CorgiEngine.AIWalk.MoveOnSightObstaclesLayer = LayerManager.ObstaclesLayerMask |
the layer mask of the sight obstacles (usually platforms)
| Vector3 MoreMountains.CorgiEngine.AIWalk.MoveOnSightRayOffset = new Vector3(0,0,0) |
The offset to apply to the raycast origin point (by default the position of the object)
| Vector3 MoreMountains.CorgiEngine.AIWalk.ObstacleDetectionRayOffset = new Vector3(0,0,0) |
The offset to apply to the raycast origin point (by default the position of the object)
| bool MoreMountains.CorgiEngine.AIWalk.ResetPositionOnDeath = true |
if this is true, the character will automatically return to its initial position on revive
| float MoreMountains.CorgiEngine.AIWalk.StopDistance = 1f |
the horizontal distance from its target at which the agent will stop moving. Between that distance and the walk distance, the agent will slow down progressively
| float MoreMountains.CorgiEngine.AIWalk.ViewDistance = 10f |
The maximum distance at which the AI can see the target.
| WalkBehaviours MoreMountains.CorgiEngine.AIWalk.WalkBehaviour = WalkBehaviours.Patrol |
The agent's walk behaviour.