25 public DynamicArray<ComponentBody>
m_bodies = [];
53 public virtual void Update(
float dt) {
66 if (
m_subsystemTime.PeriodicGameTimeEvent(1.0, GetHashCode() % 100 * 0.01f)) {
103 if (componentRider !=
null) {
114 if (
m_random.Float(0f, 1f) < 0.5f) {
123 m_componentCreature.ComponentCreatureModel.LookRandomOrder =
true;
150 if (componentRider !=
null) {
151 return componentRider;
200 m_componentCreature.ComponentLocomotion.WalkOrder =
new Vector2(0f,
m_speed);
static float Saturate(float x)
ComponentBody ComponentBody
ComponentCreature ComponentCreature
ComponentCreature m_componentCreature
float m_speedChangeFactor
double m_lastNotBlockedTime
virtual void ProcessRidingOrders()
override float ImportanceLevel
float m_timeToSpeedReduction
DynamicArray< ComponentBody > m_bodies
virtual void Update(float dt)
StateMachine m_stateMachine
override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
virtual ComponentRider FindNearbyRider(float range)
SubsystemBodies m_subsystemBodies
SubsystemTime m_subsystemTime
ComponentMount m_componentMount
ComponentPathfinding m_componentPathfinding
ValuesDictionary ValuesDictionary
Component FindComponent(Type type, string name, bool throwOnError)
static float DistanceSquared(Vector3 v1, Vector3 v2)