◆ Attack()
| virtual void Game.ComponentChaseBehavior.Attack |
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ComponentCreature | componentCreature, |
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float | maxRange, |
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float | maxChaseTime, |
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bool | isPersistent ) |
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virtual |
◆ FindTarget()
◆ GetHitBody()
◆ IsBodyInAttackRange()
| virtual bool Game.ComponentChaseBehavior.IsBodyInAttackRange |
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ComponentBody | target | ) |
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virtual |
◆ IsTargetInAttackRange()
| virtual bool Game.ComponentChaseBehavior.IsTargetInAttackRange |
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ComponentBody | target | ) |
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virtual |
◆ IsTargetInWater()
| virtual bool Game.ComponentChaseBehavior.IsTargetInWater |
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ComponentBody | target | ) |
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virtual |
◆ Load()
◆ ScoreTarget()
| virtual float Game.ComponentChaseBehavior.ScoreTarget |
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ComponentCreature | componentCreature | ) |
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virtual |
◆ StopAttack()
| virtual void Game.ComponentChaseBehavior.StopAttack |
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| ) |
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virtual |
◆ Update()
| virtual void Game.ComponentChaseBehavior.Update |
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float | dt | ) |
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virtual |
◆ AllowAttackingStandingOnBody
| bool Game.ComponentChaseBehavior.AllowAttackingStandingOnBody = true |
◆ AttacksNonPlayerCreature
| bool Game.ComponentChaseBehavior.AttacksNonPlayerCreature = true |
◆ AttacksPlayer
| bool Game.ComponentChaseBehavior.AttacksPlayer = true |
◆ ChasePersistentOnAttacked
| bool? Game.ComponentChaseBehavior.ChasePersistentOnAttacked = null |
◆ ChaseRangeOnAttacked
| float? Game.ComponentChaseBehavior.ChaseRangeOnAttacked = null |
◆ ChaseRangeOnTouch
| float Game.ComponentChaseBehavior.ChaseRangeOnTouch = 7f |
◆ ChaseTimeOnAttacked
| float? Game.ComponentChaseBehavior.ChaseTimeOnAttacked = null |
◆ ChaseTimeOnTouch
| float Game.ComponentChaseBehavior.ChaseTimeOnTouch = 7f |
◆ Hooks
| Dictionary<ModLoader, Action> Game.ComponentChaseBehavior.Hooks = [] |
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private |
◆ ImportanceLevelNonPersistent
| float Game.ComponentChaseBehavior.ImportanceLevelNonPersistent = 200f |
◆ ImportanceLevelPersistent
| float Game.ComponentChaseBehavior.ImportanceLevelPersistent = 200f |
◆ JumpWhenTargetStanding
| bool Game.ComponentChaseBehavior.JumpWhenTargetStanding = true |
◆ m_autoChaseMask
◆ m_autoChaseSuppressionTime
| float Game.ComponentChaseBehavior.m_autoChaseSuppressionTime |
◆ m_chaseNonPlayerProbability
| float Game.ComponentChaseBehavior.m_chaseNonPlayerProbability |
◆ m_chaseOnTouchProbability
| float Game.ComponentChaseBehavior.m_chaseOnTouchProbability |
◆ m_chaseTime
| float Game.ComponentChaseBehavior.m_chaseTime |
◆ m_chaseWhenAttackedProbability
| float Game.ComponentChaseBehavior.m_chaseWhenAttackedProbability |
◆ m_componentBodies
| DynamicArray<ComponentBody> Game.ComponentChaseBehavior.m_componentBodies = [] |
◆ m_componentCreature
◆ m_componentCreatureModel
◆ m_componentFactors
◆ m_componentFeedBehavior
◆ m_componentMiner
◆ m_componentPathfinding
◆ m_dayChaseRange
| float Game.ComponentChaseBehavior.m_dayChaseRange |
◆ m_dayChaseTime
| float Game.ComponentChaseBehavior.m_dayChaseTime |
◆ m_dt
| float Game.ComponentChaseBehavior.m_dt |
◆ m_importanceLevel
| float Game.ComponentChaseBehavior.m_importanceLevel |
◆ m_isPersistent
| bool Game.ComponentChaseBehavior.m_isPersistent |
◆ m_nextUpdateTime
| double Game.ComponentChaseBehavior.m_nextUpdateTime |
◆ m_nightChaseRange
| float Game.ComponentChaseBehavior.m_nightChaseRange |
◆ m_nightChaseTime
| float Game.ComponentChaseBehavior.m_nightChaseTime |
◆ m_random
| Random Game.ComponentChaseBehavior.m_random = new() |
◆ m_range
| float Game.ComponentChaseBehavior.m_range |
◆ m_stateMachine
| StateMachine Game.ComponentChaseBehavior.m_stateMachine = new() |
◆ m_subsystemBodies
◆ m_subsystemGameInfo
◆ m_subsystemNoise
◆ m_subsystemPlayers
◆ m_subsystemSky
◆ m_subsystemTime
◆ m_target
◆ m_targetInRangeTime
| float Game.ComponentChaseBehavior.m_targetInRangeTime |
◆ m_targetUnsuitableTime
| float Game.ComponentChaseBehavior.m_targetUnsuitableTime |
◆ MaxAttackRange
| float Game.ComponentChaseBehavior.MaxAttackRange = 1.75f |
◆ MinHealthToAttackActively
| float Game.ComponentChaseBehavior.MinHealthToAttackActively = 0.4f |
◆ PlayAngrySoundWhenChasing
| bool Game.ComponentChaseBehavior.PlayAngrySoundWhenChasing = true |
◆ PlayIdleSoundWhenStartToChase
| bool Game.ComponentChaseBehavior.PlayIdleSoundWhenStartToChase = true |
◆ Suppressed
| bool Game.ComponentChaseBehavior.Suppressed = false |
◆ TargetInRangeTimeToChase
| float Game.ComponentChaseBehavior.TargetInRangeTimeToChase = 3f |
◆ ImportanceLevel
| override float Game.ComponentChaseBehavior.ImportanceLevel |
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get |
◆ Target
◆ UpdateOrder
该类的文档由以下文件生成: