Interface IAgentSystem
all of the functions for IAgents to do things in the world or to effect the data of the agent
Inherited Members
Namespace: Ride.Entities
Assembly: cs.temp.dll.dll
Syntax
public interface IAgentSystem : IUnitCreatorSystem, IRideSystem, IApiInject, IIdentity
Methods
Name | Description |
---|---|
AddAgent(Unit) | Add the agent using init parameters in Unit |
AddAgentBehaviour(RideID, IRideBehaviour) | Adds the behaviour to the agent. All previous behaviour remain on the agent |
AddAgentExisting(IAgent) | |
AddAgentFromScene(String, RideVector3, RideQuaternion) | Add an agent that is copied from another agent in the scene |
AddAgentGroupBehaviour(RideID, IRideBehaviour) | Adds the behaviour to the group. Does not remove previous behaviours |
AddAttributes(RideID, EntityAttributes) | Adds the given attributes to the entity. Does not remove current attributes. Uses bitwise OR |
AddWeapon(RideID, IWeapon, Int32) | Associated the given weapon with the agent. This is a logical weapon with no visual display |
AddWeapon(RideID, Weapon, Int32) | Associated the given weapon with the agent. This is a logical weapon with no visual display |
AgentExists(RideID) | |
AttachObjectToAgent(RideID, Object) | Attaches a custom object to agent |
ClearAgentBehaviours(RideID) | Removes all behaviours from the agent |
ClearAgentGroupBehaviours(RideID) | Removes all behaviours from the group |
EquipItem(RideID, ItemType, Int32) | Use this function to create and attach a weapon to the agent. The item should have a visual display |
FireAgentStateMachineTrigger(RideID, Int32) | Injects the trigger into the agents state machine. If the state machine handles the trigger, it will transition to a new state based on the trigger |
GetAgentAttributes(RideID) | |
GetAgentBehaviour(RideID, RideID) | Returns information about the behaiour |
GetAgentBehaviours(RideID) | Returns the list of behaviours that the agent uses |
GetAgentCurrentSpeed(RideID) | Gets the current speed of the agent |
GetAgentForwardDirection(RideID) | Returns the current facing direction of the agent |
GetAgentGroupBehaviour(RideID, RideID) | |
GetAgentHealth(RideID) | Gets the agent's current health value |
GetAgentJSON(RideID) | Returns the properties of the agent's Unit in the form of a JSON string |
GetAgentLocalVelocity(RideID) | Returns the current velocity of the agent relative to the agent |
GetAgentMaxSpeed(RideID) | Gets the maximum speed the agent move while moving |
GetAgentName(RideID) | Returns the name of the agent |
GetAgentPosition(RideID) | the current position of the agent |
GetAgentPosture(RideID) | Gets the posture of the agent (standing, crouching, proning) |
GetAgentRange(RideID) | Gets the visual range of the agent. Used in auto attacking behaviour calculations. |
GetAgentRotation(RideID) | Returns the world orientation of the agent |
GetAgentRotationSpeed(RideID) | Returns the current rotation speed of the agent |
GetAgentSkill(RideID) | Returns the agent's skill level from 0.0f (not skilled) to 1.0f (highly skilled) |
GetAgentsNearPosition(RideVector3, Single) | Returns the list of agents within a radius of a position |
GetAgentSpeed(RideID) | Gets the speed the agent uses while moving |
GetAgentState(RideID) | Returns the agents current state |
GetAgentStateMachine(RideID) | Returns the agents state machine |
GetAgentStatus(RideID) | |
GetAgentSuppression(RideID) | Returns the agent's suppression level from 0.0f (not suppressed) to 1.0f (completely suppressed) |
GetAgentSuppressionReductionRate(RideID) | Returns the agent's suppression reduction rate (suppression reduction per second) |
GetAgentTeam(RideID) | Returns the team the agent is on |
GetAgentViewPosition(RideID) | Gets the current position of the agent based on their view |
GetAllAgents() | Returns all the agents in the scene |
GetComponentManipulator(RideID) | Returns the component manipulator of the agent. You can use this to add/get components on the agent |
GetIAgent(RideID) | |
GetPrimaryWeapon(RideID) | Returns the weapon with the highest priorty |
GetSelectedAgents() | Gets all the agents that are selected |
GetWeapons(RideID) | |
HasAttributes(RideID, EntityAttributes) | Tests if the given agent has the given attributes |
HasStatus(RideID, EntityStatus) | |
InitializeAgentStateMachine(RideID) | Initialize the state machine to its default, based on the type of agent. See StateMachineUtils.cs |
IsAgent(RideID) | Checks if the entity is an agent or not |
IsAgentDead(RideID) | Returns the life state of the agent |
IsOutOfAmmo(RideID, RideID) | |
ModifyAgentHealth(RideID, Single) | Takes the agents health and adds the newHealthValue to the health |
RemoveAgent(RideID) | |
RemoveAgentBehaviour(RideID, RideID) | Removes the behaviour from the agent |
RemoveAgentGroupBehaviour(RideID, RideID) | Removes the behaviour from the group |
RemoveAttibutes(RideID, EntityAttributes) | |
ReplaceAgentStateMachine(RideID, AgentStateMachine) | (WIP) Replacing agent's existing state machine with another. |
ReviveAgent(RideID) | Revives an agent from an incapacitated state. Systems that alter agent behavior on death should listen for the event this function creates. |
SetAgentBehaviour(RideID, IRideBehaviour) | Sets the agent to use the given behaviour. Clears all previous behaviours from this agent |
SetAgentData(RideID, Unit) | Sets the data of the agent to the given Unit data |
SetAgentGroupBehaviour(RideID, IRideBehaviour) | Sets the groups of agents to use the given behaviour |
SetAgentHealth(RideID, Single) | Sets the agent's current health valye |
SetAgentHealthFull(RideID) | Sets the agents life to the max life value |
SetAgentLookAt(RideID, RideVector3) | Sets the agent's forward vector to look at the given world position |
SetAgentMaxHealth(RideID, Single) | Sets the agent's current health valye |
SetAgentName(RideID, String) | Sets the name of the agent |
SetAgentPosition(RideID, RideVector3) | Sets the current world position of the agent |
SetAgentPosture(RideID, AgentPosture) | Sets the posture of the agent (standing, crouching, proning) |
SetAgentRange(RideID, Single) | Sets the visual range of the agent. Used in auto attacking behaviour calculations. |
SetAgentRotation(RideID, RideQuaternion) | Sets the world orientation of the agent |
SetAgentSelected(RideID, Boolean) | Sets the selection state of the given agent |
SetAgentSkill(RideID, Single) | Sets the agent's skill level |
SetAgentSpeed(RideID, Single, Single) | Set the speed values of the agent used by IMovementSystem |
SetAgentsSelected(IEnumerable<RideID>, Boolean) | Sets the selection state of the given agents |
SetAgentState(RideID, String) | Forces the agent's state to the given state |
SetAgentStatus(RideID, EntityStatus) | |
SetAgentSuppressionReductionRate(RideID, Single) | Sets the agent's suppression reduction rate (suppression reduction per second) |
SetAttributes(RideID, EntityAttributes) | Overwrites the current entity attributes with the given ones |
SetHealthBarEnable(RideID, Boolean) | Enable or disable the agent's health bar |
SetHealthBarsVisible(IEnumerable<RideID>, Boolean) | Show or hide the agents' health bars |
SetHealthBarVisible(RideID, Boolean) | Show or hide the agent's health bar |
SetPathingBehaviour(RideID, PathingBehaviour) | |
StartAgentBehaviour(RideID, RideID) | Start the behaviour on the agent |
StartAgentBehaviours(RideID) | Start all the behaviours on the agent |
StopAgentBehaviour(RideID, RideID) | Stop the behaviour on the agent |
StopAgentBehaviours(RideID) | Stop all behaviours on the agent |
StopAgentGroupBehaviours(RideID) | Stop all behaviours on the group |
StopAgentMovingCoroutine(RideID) | |
SuppressAgent(RideID, RideID) | Adds suppression to the agent |
SuppressAgent(RideID, Single) | Adds suppression to the agent |