AI Constructor
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Constructor |
_destination (inherited from GameObject) | |
_spawnPosition (inherited from Player) | Respawn position |
animator (inherited from GameObject) | Model animator |
attackMagnitude (inherited from Player) | Mass value of attack |
collisionMultiplier (inherited from GameObject) | Defines the scale of damage or health an object bestows. |
collisionWithPlayerResponse (inherited from GameObject) | Defines what kind of collision response this GameObject should have. |
combinedNormalForce (inherited from GameObject) | Used in collision; combined velocity and totalForce normal calculation. |
combinedTangentialForce (inherited from GameObject) | Used in collision; combined velocity and totalForce tangential calculation. |
controllerIndex (inherited from GameObject) | Index to the game controller associated with this object |
controlsInverted (inherited from Player) | Invert controller |
currentAnimation (inherited from GameObject) | Animation currently running |
destinationReached (inherited from GameObject) | |
die (inherited from GameObject) | Die animation |
drawShield (inherited from Player) | Draw object to use for drawing the shield |
fpvEnabled (inherited from Player) | First person view enabled/disabled |
gravityNormalComponent (inherited from GameObject) | Used in collision; gravity normal calculation. |
gravityTangentialComponent (inherited from GameObject) | Used in collision; tangential gravity-force calculation. |
health (inherited from Player) | Player health |
heightDifference (inherited from GameObject) | Difference between object height and terrain at it's x/z location. HeightDifference is positive when object is below the terrain. |
holdingObject (inherited from Player) | GameObject the player is holding, if it has picked one up |
idle (inherited from GameObject) | Idle animation |
jump (inherited from GameObject) | 3D Cue used with jump sound. |
killedBy (inherited from Player) | ID of player who killed this player |
kills (inherited from Player) | Kill count |
localTerrainHeight (inherited from GameObject) | Terrain height at object's x/z location. |
lookAtPoint (inherited from Player) | Target point |
manna (inherited from Player) | Player manna |
modelAnimated (inherited from GameObject) | Game Object animated or not |
normalComponent (inherited from GameObject) | Normal component of force calculations. |
numberOfKeysFound (inherited from Player) | Number of keys collected |
playerIndex (inherited from Player) | Player ID |
respawnTimer (inherited from Player) | Timer before the player is respawned |
staticObjectValues (inherited from GameObject) | Used to pass static instance data to shader (for static objects) |
stopRumble (inherited from Player) | Stop rumble on the controller |
surfaceNormal (inherited from GameObject) | Used in collision; surface normal calculation. |
tangentialComponent (inherited from GameObject) | Tangential component of force calculations. |
targetObject (inherited from Player) | Type of the targeted object |
terrainModEnabled (inherited from Player) | Player using terrainMod |
terrainModTarget (inherited from Player) | Terrain Mod target location |
terrainTime (inherited from Player) | Time to do the terrain modifications |
totalForceNormalComponent (inherited from GameObject) | Used in collision; normal totalForce calculation. |
totalForceTangentialComponent (inherited from GameObject) | Used in collision; tangential totalForce calculation. |
velocityNormalComponent (inherited from GameObject) | Used in collision; normal velocity-force calculation. |
velocityTangentialComponent (inherited from GameObject) | Used in collision; tangential velocity-force calculation. |
walk (inherited from GameObject) | Walk animation |
animated (inherited from GameObject) | |
bumpTexture (inherited from GameObject) | |
destination (inherited from GameObject) | |
draw (inherited from GameObject) | Draw object |
drawAIVision (inherited from GameObject) | AI Vision Draw object |
drawBoundingVolume (inherited from GameObject) | Draw object's bounding volume |
grid (inherited from GameObject) | |
id (inherited from GameObject) | |
isCollectable (inherited from GameObject) | Defines if this object is collectable by players. |
isKey (inherited from GameObject) | Defines if this object is a Key object collected to pass the level. |
load (inherited from GameObject) | Draw object |
mass (inherited from GameObject) | Mass object, handles physics of GameObject. |
maxScale (inherited from GameObject) | |
model (inherited from GameObject) | |
name (inherited from GameObject) | |
objectModelName (inherited from GameObject) | Text identifier for model name. |
spawnPosition (inherited from Player) | |
texture (inherited from GameObject) | |
type (inherited from GameObject) | |
typeID (inherited from GameObject) | |
x (inherited from GameObject) | |
z (inherited from GameObject) |
AssignKillCredit (inherited from Player) | Assign kill credit to responsible player |
Attack (inherited from Player) | Method called when the player detects that an attack/defend has been invoked |
AttackMagnitude (inherited from Player) | Method called when the magnitude button has been pressed |
AttackMode (inherited from Player) | |
AttackModeSwitching (inherited from Player) | Overloaded. Method called when a mode switch event has been triggered |
AttackTemperature (inherited from Player) | Method called when the temperature button has been pressed |
ChangeAttackAmount (inherited from Player) | Method invoked when the attack/defend button is pressed |
ChangeHealth (inherited from Player) | Change the player's health |
ChangeManna (inherited from Player) | Change Manna of Player |
CheckPlayerOnTerrain (inherited from Player) | Check to see if the player is flying or on the ground |
Draw (inherited from Player) | General case draw function |
Draw_Billboards (inherited from GameObject) | Called after Draw method. Allows GameObjects to add Billboards to be drawn. List is cleared each pass, or frame. |
DrawAIVision (inherited from Player) | Draw the player model for AI-Vision pass |
DrawHUD (inherited from Player) | Draw HUD elements |
DrawShield (inherited from Player) | Draw player's shield around the player when it is enabled |
Equals (inherited from Object) | Determines whether the specified Object is equal to the current Object. |
FPVToggle (inherited from Player) | Toggle First Person View |
GetHashCode (inherited from Object) | Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table. |
GetObjectHeight (inherited from GameObject) | Sets the heightDifference parameter for this GameObject. HeightDifference is positive when object is below the terrain. |
GetType (inherited from Object) | Gets the Type of the current instance. |
goToDestination | |
gotoLogic | |
IsAlive (inherited from Player) | Check if player is alive |
IsHuman (inherited from Player) | Check if this player is a human |
Jump (inherited from Player) | Method called when a jump event has been triggered |
Kill (inherited from Player) | Overloaded. Kill the player |
Load | Load stuff from XML |
Load_Instanced (inherited from GameObject) | Load object data from Xml. |
LoadModel (inherited from GameObject) | Load model data from XML |
MoveTowardDirection | |
ObjectCollisionResponse (inherited from Player) | Add Player specific responses to an object to object collision involving this and collidedObject. Uses collidedObject.collisionWithPlayerResponse to determine health and manna bonuses and damage. |
PlayerHitByParticle (inherited from Player) | Check if the player was hit by a particle |
PrepAttack (inherited from GameObject) | Prepare to fire the particle |
Rotate (inherited from Player) | Method called when the rotation buttons have been pressed |
RunController (inherited from GameObject) | Runs the appropriate animation on the model |
SetDiffuseAlpha (inherited from Player) | Set player's alpha component |
SetDiffuseBlue (inherited from Player) | Set player's blue component |
SetDiffuseGreen (inherited from Player) | Set player's green component |
SetDiffuseRed (inherited from Player) | Set player's red component |
SetSpawnPoint (inherited from Player) | Set the player's spawn point |
SpawnPlayer | Overloaded. |
SpawnPlayer (inherited from Player) | Overloaded. Respawn our player |
TerrainCollisionResponse (inherited from Player) | Add Player specific responses to an object-terrain collision If on the terrain, Player is either in WALK or HOVER mode. Walk mode sets Player to the Terrain height at Player's location in the heightmap Hover mode uses force-based motion |
ToggleMovementType (inherited from Player) | Method called when the movement toggle button has been pressed |
ToString (inherited from Object) | Returns a String that represents the current Object. |
ToXml (inherited from GameObject) | |
Translate (inherited from Player) | Method called when the motion buttons have been pressed |
Update | General update function |
Zoom (inherited from Player) | Method called when the zoom toggle button has been pressed |
attackAmount (inherited from Player) | Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing |
attackTemperature (inherited from Player) | Thermal value of attack |
damageIndicator (inherited from Player) | Indicates if Human was hurt |
hitWhere (inherited from Player) | List of where the player has been hit |
keyIndicator (inherited from Player) | Indicates if Human picked up a key |
killInfo (inherited from Player) | Index of killing player |
killingParticle (inherited from Player) | Particle which killed the player |
lastModeSelected (inherited from Player) | Last Attack mode selected |
mannaIndicator (inherited from Player) | Indicates if Human gained/lost manna |
Finalize (inherited from Object) | Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. |
MemberwiseClone (inherited from Object) | Creates a shallow copy of the current Object. |
UpdateAttackRumble (inherited from Player) | Method for updating the rumble when an attack/defend button is pressed |
AI Class | DarkWynter.Engine.GameObjects Namespace