29 public virtual void Update(
float dt) {
61 m_componentFishModel.BendOrder = 2f
80 m_componentCreature.ComponentLocomotion.JumpOrder =
m_random.Float(0.33f, 1f);
85 m_componentCreature.ComponentLocomotion.WalkOrder =
m_direction;
93 public virtual bool IsOutOfWater() => m_componentCreature.ComponentBody.ImmersionFactor < 0.33f;
96 for (
int i = 0; i < 8; i++) {
98 float y = 0.2f *
m_random.Float(-0.8f, 1f);
100 Vector3 vector2 = m_componentCreature.ComponentBody.Position +
m_random.Float(8f, 16f) * v;
106 delegate(
int value,
float _) {
111 if (!terrainRaycastResult.HasValue) {
114 if (terrainRaycastResult.
Value.Distance > 4f) {
115 return m_componentCreature.ComponentBody.Position + v * terrainRaycastResult.
Value.Distance;
static float Remainder(float x, float y)
static float Saturate(float x)
StateMachine m_stateMachine
override float ImportanceLevel
SubsystemTerrain m_subsystemTerrain
ComponentFishModel m_componentFishModel
virtual void Update(float dt)
override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
virtual ? Vector3 FindDestination()
virtual bool IsOutOfWater()
SubsystemTime m_subsystemTime
ComponentCreature m_componentCreature
static float OctavedNoise(float x, float frequency, int octaves, float frequencyStep, float amplitudeStep, bool ridged=false)
static int ExtractContents(int value)
ValuesDictionary ValuesDictionary
static Vector3 Normalize(Vector3 v)