Class AttackSystemMono
Inherited Members
Namespace: Ride.Combat
Assembly: cs.temp.dll.dll
Syntax
public class AttackSystemMono : RideSystemMonoBehaviour, IAttackSystem, IRideSystem, IApiInject, IIdentity
Properties
Name | Description |
---|---|
agentSystem | |
equipmentSystem | |
flags | |
scenarioSystem | |
worldStateSystem |
Methods
Name | Description |
---|---|
AddAgentMono(AgentMono) | |
AddEngagement(RideID, RideID) | Create a new engagement between 2 agents |
AimAtTarget(RideID, RideVector3, RideID) | |
AimThrowAtTarget(RideID, RideVector3, RideID) | |
AttackAgent(IAttack, RideID, RideID) | The IAgent agent will attack another agent using it's default weapon |
AttackAgent(IAttack, RideID, RideID, IAttackResultCalculator) | |
AttackAgent(IAttack, RideID, RideID, RideID) | |
AttackAgent(IAttack, RideID, RideID, RideID, IAttackResultCalculator) | The concrete MonoBehaviour implementation of an IAgent attacking a specific position on the terrain whether or not an enemy is there or not |
AttackAgent(RideID, RideID) | The IAgent agent will attack another agent using it's default weapon |
AttackAgent(RideID, RideID, RideID) | The IAgent agent will attack another agent if that agent is in range of the weapon |
AttackArea(IAttack, RideID, RideID, Single) | The concrete MonoBehaviour implementation of an IAgent will attack an area, randomly picking points inside a predefined location to attack |
AttackPosition(IAttack, RideID, RideID) | The concrete MonoBehaviour implementation of an IAgent attacking a specific position on the terrain whether or not an enemy is there or not |
AttackWhileInRange(IAttack, RideID, RideID, RideID) | The concrete MonoBehaviour implementation of an IAgent who will keep attacking an Enemy while that enemy is within range of the IAgents weapon |
CalculateAccuracy(IAttack, RideID, RideID, RideID) | |
CalculateAttack(IAttack, RideID, RideID, RideID, IAttackResultCalculator) | |
CalculateDamage(IAttack, RideID, RideID, RideID) | |
CalculateDamage(IAttack, RideID, RideID, RideID, IAttackResultCalculator) | |
CalculateRayAttack(RideRay, RideID) | |
FireProjectile(RideID, RideVector3, RideID) | Fires projectile over a trajectory. Differs from AttackAgent/AttackArea/AttackPosition in that damage is not random, and the projectile has travel time. Calls AttackPosition to feed into regular ride actions. |
GetArmorDamageModifier(RideID, RideID) | |
GetEntityHitBoxHealth(RideID) | |
GetEntityHitBoxMaxHealth(RideID) | |
GetHitData(RideRay, RideID, RideLayerMask) | Performs a raycast using the given attackRay and weapon data |
GetSuppressionEffect(RideVector3, RideVector3, RideID) | |
GetTarget(RideID) | Returns the combat target that the agent is engaged with. RideId.NULL if no target exists |
HasEntityHitBox(RideID) | |
HasTarget(RideID) | Tests if the agent has a combat target |
IsAgentEngaged(RideID) | |
IsAimingAtTarget(RideID, RideVector3, RideID) | |
IsInAttackRange(RideID, RideID, RideID) | Returns true if the the target position is in the attack range of the weapon being used from position start, and if the target is within attack range of the attacker. |
IsInAttackRange(RideVector3, RideVector3, RideID) | Returns true if the the target position is in the attack range of the weapon being used from position start |
IsInAttackRange(RideVector3, RideVector3, Single) | Returns true if the the target position is in the attack range of the weapon being used from position start |
ModifyEntityHitHealth(RideID, Single) | |
RemoveTarget(RideID) | |
RotateGun(ITransform, ITransform, IAttack, Single, Boolean) | |
SetAttackResultCalculator(IAttackResultCalculator) | Sets the default method used for attack range, hit, and damage calculations |
SetEngagementSystem(IEngagementSystem) | |
SetEntityHitHealth(RideID, Single) | |
SetTargetAcquisitionSystem(ITargetAcquisitionSystem) | |
SpawnFX(String, RideVector3, Single, Single, Object) | |
StopAimingAtTarget(RideID) | |
SystemAwake() | |
SystemLateUpdate(Single) | Overrides animations to make sure attackers are looking at their target |
SystemUpdate(Single) | Find valid agents, update engagements, acquire targets, attack, and resolve attack results |
ThrowProjectile(RideID, RideVector3, RideID) | |
ThrowProjectile_Legacy(RideID, RideVector3, RideID) |