Table of Contents

Class AttackAction_Zombie

Namespace
VoxelPlayground.AI
Assembly
GamePlay.dll
[CreateAssetMenu(fileName = "AttackAction_Zombie", menuName = "VoxelPlayground/AI/Action/Attack_Zombie", order = 1)]
public class AttackAction_Zombie : AIAction
Inheritance
object
AttackAction_Zombie
Inherited Members
Extension Methods

Fields

atkChargeEffectName

public string atkChargeEffectName

Field Value

string

attackType

public ZombieAttackType attackType

Field Value

ZombieAttackType

forceUseAnimEventWhenCrippled

public bool forceUseAnimEventWhenCrippled

Field Value

bool

maxRange

public float maxRange

Field Value

float

usePhysicsEventOnMelee

public bool usePhysicsEventOnMelee

Field Value

bool

Methods

CalculateCoverSidePoints(Vector3, Vector3, float, out Vector3, out Vector3)

public Vector3 CalculateCoverSidePoints(Vector3 targetPos, Vector3 coverPos, float sideDistance, out Vector3 leftPoint, out Vector3 rightPoint)

Parameters

targetPos Vector3
coverPos Vector3
sideDistance float
leftPoint Vector3
rightPoint Vector3

Returns

Vector3

MeleeAttack_Building(EntityCharacter, float)

public static void MeleeAttack_Building(EntityCharacter entityCharacter, float demolishRadius)

Parameters

entityCharacter EntityCharacter
demolishRadius float

OnEnterActoin()

public override void OnEnterActoin()

OnExitActoin()

public override void OnExitActoin()

PrepareExplodeForBoomer(AIController)

public static void PrepareExplodeForBoomer(AIController aiController)

Parameters

aiController AIController

SelfExplodeAttack(EntityCharacter, bool, float)

public static void SelfExplodeAttack(EntityCharacter entityCharacter, bool ignoreDead = false, float explodeRadius = 5)

Parameters

entityCharacter EntityCharacter
ignoreDead bool
explodeRadius float

Tick()

public override void Tick()