S.A.P.S V0.4.0
A virtual reality stealth action game
 
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Crowd Class Reference
Inheritance diagram for Crowd:
NPCPather Leader Target

Public Member Functions

virtual void FindCrowd (List< GameObject > crowdPoints)
 Attemps to find a crowd on spawn and path to a point within.
 
- Public Member Functions inherited from NPCPather
void SetGoalAndHome (Transform goal, Transform home)
 Recieves and sets the goal position and home position.
 
void RemoveCoherency ()
 This method removes the NPC from the players coherency zone.
 
void DestroySelf ()
 

Protected Member Functions

virtual void Start ()
 
virtual void LeaveCrowd ()
 Occurs after standing within a crowd and makes the NPC look for an exit to the scene.
 
override void CompletePath ()
 
void SetNewRandomCrowd ()
 
CrowdPointAllocator RollCrowd (List< GameObject > crowdPoints)
 Returns a random crowd from the list of crowd points in the scene.
 
virtual void ChangeDirection ()
 
void ResetRandomDirection ()
 
override void Panic ()
 
- Protected Member Functions inherited from NPCPather
virtual void Awake ()
 
virtual void Update ()
 
void SetNewGoal (Transform newGoal)
 Begins the NPC's path to the goal given.
 
Transform GetNewRandomGoal ()
 
void CheckDistance ()
 

Protected Attributes

float crowdPickChance = 0.4f
 
bool isLeading = false
 
bool isGoingToCrowd
 
CrowdPointAllocator crowd
 
int standingPoint
 
- Protected Attributes inherited from NPCPather
NavMeshAgent agent
 
Transform homeSpawnPoint
 
Transform goalPoint
 
float endSize = 0.5f
 

Additional Inherited Members

- Public Types inherited from NPCPather
enum  NPCState { Walk , Idle , Panic }
 
- Properties inherited from NPCPather
NPCState State [get, set]
 

Member Function Documentation

◆ ChangeDirection()

virtual void Crowd.ChangeDirection ( )
protectedvirtual

Reimplemented in Leader.

◆ CompletePath()

override void Crowd.CompletePath ( )
protectedvirtual

Reimplemented from NPCPather.

Reimplemented in Leader, and Target.

◆ FindCrowd()

virtual void Crowd.FindCrowd ( List< GameObject > crowdPoints)
virtual

Attemps to find a crowd on spawn and path to a point within.

Parameters
crowdPointsPoints the npcs can choose from

Reimplemented in Leader.

◆ LeaveCrowd()

virtual void Crowd.LeaveCrowd ( )
protectedvirtual

Occurs after standing within a crowd and makes the NPC look for an exit to the scene.

Reimplemented in Leader.

◆ Panic()

override void Crowd.Panic ( )
protectedvirtual

Reimplemented from NPCPather.

◆ ResetRandomDirection()

void Crowd.ResetRandomDirection ( )
protected

◆ RollCrowd()

CrowdPointAllocator Crowd.RollCrowd ( List< GameObject > crowdPoints)
protected

Returns a random crowd from the list of crowd points in the scene.

Parameters
crowdPoints

◆ SetNewRandomCrowd()

void Crowd.SetNewRandomCrowd ( )
protected

◆ Start()

virtual void Crowd.Start ( )
protectedvirtual

Reimplemented in Leader, and Target.

Member Data Documentation

◆ crowd

CrowdPointAllocator Crowd.crowd
protected

◆ crowdPickChance

float Crowd.crowdPickChance = 0.4f
protected

◆ isGoingToCrowd

bool Crowd.isGoingToCrowd
protected

◆ isLeading

bool Crowd.isLeading = false
protected

◆ standingPoint

int Crowd.standingPoint
protected

The documentation for this class was generated from the following file: