S.A.P.S V0.4.0
A virtual reality stealth action game
 
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Follower Class Reference

A dummy NPC that follows commands given by a leader. More...

Inheritance diagram for Follower:
NPCPather

Public Member Functions

void FollowLeader (GameObject leader, Transform homePos)
 Attaches the leader to the follower. Acts as a Constructor method but allows the leader to be passed in as leader
 
void GoToExitScene (Transform point)
 Tells the follower to exit the scene. Assumes the point given is a edge point where they can despawn appropriately.
 
void GoToStandingPoint (Transform point)
 Tells the follower to stand in a crowd point.
 
- 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 ()
 

Public Attributes

bool inCrowd
 

Protected Member Functions

override void Update ()
 
override void CompletePath ()
 
- Protected Member Functions inherited from NPCPather
virtual void Awake ()
 
void SetNewGoal (Transform newGoal)
 Begins the NPC's path to the goal given.
 
Transform GetNewRandomGoal ()
 
void CheckDistance ()
 
virtual void Panic ()
 

Additional Inherited Members

- Public Types inherited from NPCPather
enum  NPCState { Walk , Idle , Panic }
 
- Protected Attributes inherited from NPCPather
NavMeshAgent agent
 
Transform homeSpawnPoint
 
Transform goalPoint
 
float endSize = 0.5f
 
- Properties inherited from NPCPather
NPCState State [get, set]
 

Detailed Description

A dummy NPC that follows commands given by a leader.

Member Function Documentation

◆ CompletePath()

override void Follower.CompletePath ( )
protectedvirtual

Reimplemented from NPCPather.

◆ FollowLeader()

void Follower.FollowLeader ( GameObject leader,
Transform homePos )

Attaches the leader to the follower. Acts as a Constructor method but allows the leader to be passed in as leader

Parameters
leader

◆ GoToExitScene()

void Follower.GoToExitScene ( Transform point)

Tells the follower to exit the scene. Assumes the point given is a edge point where they can despawn appropriately.

Parameters
point

◆ GoToStandingPoint()

void Follower.GoToStandingPoint ( Transform point)

Tells the follower to stand in a crowd point.

Parameters
point

◆ Update()

override void Follower.Update ( )
protectedvirtual

Reimplemented from NPCPather.

Member Data Documentation

◆ inCrowd

bool Follower.inCrowd

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