Class HumanAIComponent
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public class HumanAIComponent : AgentComponent
- Inheritance
-
HumanAIComponent
- Inherited Members
Constructors
HumanAIComponent(Agent)
public HumanAIComponent(Agent agent)
Parameters
agent
Agent
Fields
FormationSpeedAdjustmentEnabled
public static bool FormationSpeedAdjustmentEnabled
Field Value
Properties
FollowedAgent
public Agent FollowedAgent { get; }
Property Value
IsDefending
public bool IsDefending { get; }
Property Value
ShouldCatchUpWithFormation
public bool ShouldCatchUpWithFormation { get; }
Property Value
Methods
AdjustSpeedLimit(Agent, float, bool)
public void AdjustSpeedLimit(Agent agent, float desiredSpeed, bool limitIsMultiplier)
Parameters
DisablePickUpForAgentIfNeeded()
public void DisablePickUpForAgentIfNeeded()
FollowAgent(Agent)
public void FollowAgent(Agent agent)
Parameters
agent
Agent
GetCurrentlyDefendingGameObject()
public UsableMissionObject GetCurrentlyDefendingGameObject()
Returns
GetCurrentlyMovingGameObject()
public UsableMissionObject GetCurrentlyMovingGameObject()
Returns
GetDesiredSpeedInFormation(bool)
public float GetDesiredSpeedInFormation(bool isCharging)
Parameters
isCharging
bool
Returns
IsInImportantCombatAction()
public bool IsInImportantCombatAction()
Returns
IsInterestedInAnyGameObject()
public bool IsInterestedInAnyGameObject()
Returns
IsInterestedInGameObject(UsableMissionObject)
public bool IsInterestedInGameObject(UsableMissionObject usableMissionObject)
Parameters
usableMissionObject
UsableMissionObject
Returns
MoveToClear()
public void MoveToClear()
MoveToUsableGameObject(UsableMissionObject, IDetachment, AIScriptedFrameFlags)
public void MoveToUsableGameObject(UsableMissionObject usedObject, IDetachment detachment, Agent.AIScriptedFrameFlags scriptedFrameFlags = AIScriptedFrameFlags.NoAttack)
Parameters
usedObject
UsableMissionObjectdetachment
IDetachmentscriptedFrameFlags
Agent.AIScriptedFrameFlags
OnAgentRemoved()
public override void OnAgentRemoved()
OnComponentRemoved()
public override void OnComponentRemoved()
OnDismount(Agent)
public override void OnDismount(Agent mount)
Parameters
mount
Agent
OnMount(Agent)
public override void OnMount(Agent mount)
Parameters
mount
Agent
OnRetreating()
public override void OnRetreating()
OnTickAsAI(float)
public override void OnTickAsAI(float dt)
Parameters
dt
float
RefreshBehaviorValues(MovementOrderEnum, ArrangementOrderEnum)
public void RefreshBehaviorValues(MovementOrder.MovementOrderEnum movementOrder, ArrangementOrder.ArrangementOrderEnum arrangementOrder)
Parameters
movementOrder
MovementOrder.MovementOrderEnumarrangementOrder
ArrangementOrder.ArrangementOrderEnum
SetBehaviorParams(AISimpleBehaviorKind, float, float, float, float, float)
public void SetBehaviorParams(HumanAIComponent.AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3)
Parameters
behavior
HumanAIComponent.AISimpleBehaviorKindy1
floatx2
floaty2
floatx3
floaty3
float
SetBehaviorValueSet(BehaviorValueSet)
public void SetBehaviorValueSet(HumanAIComponent.BehaviorValueSet behaviorValueSet)
Parameters
behaviorValueSet
HumanAIComponent.BehaviorValueSet
StartDefendingGameObject(UsableMissionObject, IDetachment)
public void StartDefendingGameObject(UsableMissionObject usedObject, IDetachment detachment)
Parameters
usedObject
UsableMissionObjectdetachment
IDetachment
StopDefendingGameObject()
public void StopDefendingGameObject()
SyncBehaviorParamsIfNecessary()
public void SyncBehaviorParamsIfNecessary()
UpdateFormationMovement()
public void UpdateFormationMovement()
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).