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
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()