Public Attributes | |
UnityEvent | OnTargetEscape = new UnityEvent() |
Protected Member Functions | |
override void | Start () |
override void | CompletePath () |
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virtual void | LeaveCrowd () |
Occurs after standing within a crowd and makes the NPC look for an exit to the scene. | |
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 () |
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virtual void | Awake () |
virtual void | Update () |
void | SetNewGoal (Transform newGoal) |
Begins the NPC's path to the goal given. | |
Transform | GetNewRandomGoal () |
void | CheckDistance () |
Additional Inherited Members | |
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enum | NPCState { Walk , Idle , Panic } |
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virtual void | FindCrowd (List< GameObject > crowdPoints) |
Attemps to find a crowd on spawn and path to a point within. | |
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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 () |
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float | crowdPickChance = 0.4f |
bool | isLeading = false |
bool | isGoingToCrowd |
CrowdPointAllocator | crowd |
int | standingPoint |
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NavMeshAgent | agent |
Transform | homeSpawnPoint |
Transform | goalPoint |
float | endSize = 0.5f |
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NPCState | State [get, set] |
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protectedvirtual |
Reimplemented from Crowd.
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protectedvirtual |
Reimplemented from Crowd.
UnityEvent Target.OnTargetEscape = new UnityEvent() |