Interface IAttackSystem
The interface to management agent to agent engagements, attacks, damage, and combat resolution
Inherited Members
Namespace: Ride.Combat
Assembly: cs.temp.dll.dll
Syntax
public interface IAttackSystem : IRideSystem, IApiInject, IIdentity
Properties
Name | Description |
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flags | The flags which are set control the functionality that is used in the concrete system |
Methods
Name | Description |
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AddEngagement(RideID, RideID) | Creates a combat engagement between the attacker and attackee |
AimAtTarget(RideID, RideVector3, RideID) | Displays trajectory line of an attacker's attack. |
AimThrowAtTarget(RideID, RideVector3, RideID) | Displays trajectory line of an attacker's throw. |
AttackAgent(IAttack, RideID, RideID) | The IAgent agent will attack another agent using it's default weapon |
AttackAgent(IAttack, RideID, RideID, IAttackResultCalculator) | The IAgent agent will attack another agent using it's default weapon |
AttackAgent(IAttack, RideID, RideID, RideID) | The IAgent agent will attack another agent if that agent is in range of the weapon |
AttackAgent(IAttack, RideID, RideID, RideID, IAttackResultCalculator) | The IAgent agent will attack another agent if that agent is in range of the weapon |
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 IAgent will attack an area, randomly picking points inside a predefined location to attack |
AttackPosition(IAttack, RideID, RideID) | The IAgent attacks a specific position on the terrain whether or not an enemy is there or not |
AttackWhileInRange(IAttack, RideID, RideID, RideID) | The IAgent will keep attacking an Enemy while that enemy is within range of the IAgents weapon |
CalculateAccuracy(IAttack, RideID, RideID, RideID) | Calculates the accuracy of an attack between NPCs |
CalculateAttack(IAttack, RideID, RideID, RideID, IAttackResultCalculator) | Calculates the hit and damage of an attack between two NPCs |
CalculateDamage(IAttack, RideID, RideID, RideID) | Calculates the damage of an attack between NPCs |
CalculateRayAttack(RideRay, RideID) | Calculates the hit and damage of an attack assuming a direct ray (used for calculating player attacks) |
FireProjectile(RideID, RideVector3, RideID) | Fires a projectile using the attacker's trajectory line. |
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) | Gets the suppression effect of a position relative to the position where a round landed |
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 |
IsInAttackRange(RideID, RideID, RideID) | Returns true if the the target position is in the attack range of the weapon being used from position start |
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) | Removes the engagement of the agent and its current target |
RotateGun(ITransform, ITransform, IAttack, Single, Boolean) | Rotates firepoint towards attack position with regards to trajectory of projectile. |
SetAttackResultCalculator(IAttackResultCalculator) | Sets the default method used for attack range, hit, and damage calculations |
SetEngagementSystem(IEngagementSystem) | Sets the engagement system that will be used by the attack system to create and manage entity engagements |
SetEntityHitHealth(RideID, Single) | |
SetTargetAcquisitionSystem(ITargetAcquisitionSystem) | Sets the system that will be used by the attack system that defines how entities acquire targets |
SpawnFX(String, RideVector3, Single, Single, Object) | |
StopAimingAtTarget(RideID) | Removes trajectory line of an attacker's attack. |
ThrowProjectile(RideID, RideVector3, RideID) | Throws a throwable object using the attacker's trajectory line. |