ICECreatureControl  1.3.2
Static Public Member Functions | Static Public Attributes | List of all members
ICE.Creatures.EditorInfos.Info Class Reference
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Static Public Member Functions

static string GetTargetSelectionExpressionTypeHint (SelectionExpressionType _type)
 

Static Public Attributes

static new string Version = "1.3.2"
 
static readonly string TARGET = ""
 
static readonly string TARGET_OBJECT
 
static readonly string TARGET_SELECTION_CRITERIA
 
static readonly string TARGET_SELECTION_CRITERIA_HOME
 
static readonly string TARGET_SELECTION_CRITERIA_ADVANCED
 
static readonly string TARGET_SELECTION_CRITERIA_PRIORITY
 
static readonly string TARGET_SELECTION_CRITERIA_OPTIONS
 
static readonly string TARGET_SELECTION_CRITERIA_RANGE
 
static readonly string TARGET_SELECTION_CRITERIA_ANGLE
 
static readonly string TARGET_SELECTION_CRITERIA_RETAINING_TIMER
 
static readonly string TARGET_SELECTION_CRITERIA_BREAK_TIMER
 
static readonly string TARGET_SELECTION_CRITERIA_DELAY_TIMER = "TODO"
 
static readonly string TARGET_MOVE_SPECIFICATIONS
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_ANGLE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_DISTANCE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_ACTIVATE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_REACHED
 
static readonly string TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_TIMER
 
static readonly string TARGET_MOVE_SPECIFICATIONS_RANDOM_RANGE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_STOP_DISTANCE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_IGNORE_LEVEL_DIFFERENCE
 
static readonly string TARGET_MOVE_SPECIFICATIONS_SMOOTHING
 
static readonly string TARGET_EVENT
 
static readonly string TARGET_INFLUENCES
 
static readonly string TARGET_BEHAVIOUR
 
static readonly string TARGET_BEHAVIOUR_STANDARD = "Standard action behaviour, which will be used when the target becomes active outside of the specified Stopping Distance."
 
static readonly string TARGET_BEHAVIOUR_RENDEZVOUS = "Advanced action behaviour, which will be used when the creature have reached the specified Stopping Distance."
 
static readonly string ESSENTIALS_BEHAVIOURS_STANDARD = ""
 
static readonly string TARGET_GROUP_MESSAGE
 
static readonly string TARGET_GROUP_MESSAGE_COMMAND = ""
 
static readonly string ENTITY_DEBUG_OPTIONS
 
static readonly string ENTITY_QUICK_SELECTION
 
static readonly string CREATURE_PRESETS = "Save and load creature settings to use it for other creatures or situations."
 
static readonly string DISPLAY_OPTIONS
 
static readonly string REGISTER_MISSING
 
static readonly string REGISTER_DISABLED
 
static readonly string WIZARD = ""
 
static readonly string ESSENTIALS
 
static readonly string ESSENTIALS_HOME
 
static readonly string ESSENTIALS_HOME_BEHAVIOUR = "TODO"
 
static readonly string ESSENTIALS_HOME_BEHAVIOUR_TRAVEL = "Move behaviour to reach the home area."
 
static readonly string ESSENTIALS_HOME_BEHAVIOUR_RENDEZVOUS = "Idle behaviour after reaching the current target move position."
 
static readonly string ESSENTIALS_HOME_BEHAVIOUR_LEISURE = "Randomized leisure activities within the random positioning range of the home location."
 
static readonly string ESSENTIALS_BEHAVIOURS
 
static readonly string ESSENTIALS_BEHAVIOURS_IDLE
 
static readonly string ESSENTIALS_BEHAVIOURS_WALK = "Default move behaviour while approaching to a Target Move Position."
 
static readonly string ESSENTIALS_BEHAVIOURS_RUN = "Default move behaviour for reaching the given Target Move Position."
 
static readonly string ESSENTIALS_BEHAVIOURS_SPAWN
 
static readonly string ESSENTIALS_BEHAVIOURS_WOUNDED = "Optional action behaviour while the creature get a hit and is wounded."
 
static readonly string ESSENTIALS_BEHAVIOURS_DEAD
 
static readonly string ESSENTIALS_BEHAVIOURS_MOUNTED = "TODO"
 
static readonly string ESSENTIALS_BEHAVIOURS_JUMP = "Optional action behaviour, which will be used if your creature needs to jump."
 
static readonly string ESSENTIALS_BEHAVIOURS_FALL = "Optional action behaviour, which will be used if your creature is falling."
 
static readonly string ESSENTIALS_BEHAVIOURS_SLIDE = "Optional action behaviour, which will be used if your creature needs to pass under an obstacle."
 
static readonly string ESSENTIALS_BEHAVIOURS_VAULT = "Optional action behaviour, which will be used if your creature needs to cross over an obstacle."
 
static readonly string ESSENTIALS_BEHAVIOURS_CLIMB = "Optional action behaviour, which will be used if your creature needs to climb."
 
static readonly string ESSENTIALS_BEHAVIOURS_LEISURE
 
static readonly string ESSENTIALS_BEHAVIOURS_RENDEZVOUS = "Advanced action behaviour, which will be used when the creature have reached the specified Stopping Distance."
 
static readonly string ESSENTIALS_SYSTEM
 
static readonly string ESSENTIALS_SYSTEM_GRAVITY
 
static readonly string ESSENTIALS_SYSTEM_GRAVITY_VALUE = ""
 
static readonly string ESSENTIALS_SYSTEM_GRAVITY_FALL_VELOCITY = ""
 
static readonly string ESSENTIALS_SYSTEM_GRAVITY_INTERPOLATOR = ""
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OFFSET
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_RANGE
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_ANGLE
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_OFFSET_DIFFERENCE
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_BELOW
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_OVER
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_START_DISTANCE = ""
 
static readonly string ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_START_MULTIPLIER = ""
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_SIZE = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_RADIUS = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_CENTER = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_END = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_AVOID_SPEED_MULTIPLIER = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_ESCAPE_SPEED_MULTIPLIER = "TODO"
 
static readonly string ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_ANGULAR_SPEED = "TODO"
 
static readonly string ESSENTIALS_BODYPARTS = "TODO"
 
static readonly string ESSENTIALS_BODYPART = "TODO"
 
static readonly string ESSENTIALS_BODYPART_ADD = "TODO"
 
static readonly string DEADLOCK
 
static readonly string DEADLOCK_MOVE_DISTANCE
 
static readonly string DEADLOCK_MOVE_INTERVAL = "Test Interval defines the time in which your creature have to cover the Move Distance."
 
static readonly string DEADLOCK_MOVE_CRITICAL_POSITION
 
static readonly string DEADLOCK_LOOP_RANGE
 
static readonly string DEADLOCK_LOOP_INTERVAL = "Test Interval defines the time in which your creature have to leave the Loop Range."
 
static readonly string DEADLOCK_LOOP_CRITICAL_POSITION
 
static readonly string DEADLOCK_ACTION = "Deadlock Action defines the desired procedure in cases of deadlocks."
 
static readonly string DEADLOCK_ACTION_BEHAVIOUR = ""
 
static readonly string DEADLOCK_ACTION_DIE = ""
 
static readonly string DEADLOCK_ACTION_UPDATE = ""
 
static readonly string ESSENTIALS_SYSTEM_RAYCAST_VERTICAL_OFFSET
 
static readonly string ESSENTIALS_SYSTEM_LEAN_ANGLE_WARNING
 
static readonly string ESSENTIALS_SLOPE_LIMITS
 
static readonly string ESSENTIALS_SLOPE_LIMITS_SCANNING_RANGE = "Defines the distance which will be used to evaluate the slope values around the creature."
 
static readonly string ESSENTIALS_SLOPE_LIMITS_SCANNING_ANGLE = "TODO"
 
static readonly string ESSENTIALS_SLOPE_LIMITS_MAX_SLOPE_ANGLE = "Maximum slope angle your creature can use."
 
static readonly string ESSENTIALS_SLOPE_LIMITS_BEST_SLOPE_ANGLE = "Best slope angle your creature will use to find a walkable way."
 
static readonly string ESSENTIALS_AVOID_WATER = "While Avoid Water is flagged your creature will avoid surfaces with the water layer."
 
static readonly string BODY_ORIENTATION_TYPE
 
static readonly string BODY_ORIENTATION_TYPE_OVERRIDE
 
static readonly string BODY_ROLL_ANGLE
 
static readonly string BODY_PITCH_ANGLE
 
static readonly string MOVE
 
static readonly string MOVE_DEFAULT
 
static readonly string MOVE_SEGMENT_LENGTH
 
static readonly string MOVE_SEGMENT_VARIANCE
 
static readonly string MOVE_LATERAL_VARIANCE
 
static readonly string MOVE_STOPPING_DISTANCE
 
static readonly string MOVE_IGNORE_LEVEL_DIFFERENCE
 
static readonly string MOTION_CONTROL
 
static readonly string MOTION_CONTROL_NAVMESHAGENT
 
static readonly string MOTION_CONTROL_NAVMESHAGENT_MISSING = "NavMeshAgent component is missing, please assign this component to your creature!"
 
static readonly string MOTION_CONTROL_RIGIDBODY
 
static readonly string MOTION_CONTROL_RIGIDBODY_MISSING = "Rigidbody component is missing, please assign this component to your creature!"
 
static readonly string MOTION_CONTROL_CHARACTER_CONTROLLER
 
static readonly string MOTION_CONTROL_CHARACTER_CONTROLLER_MISSING = "CharacterController component is missing, please assign this component to your creature!"
 
static readonly string MOTION_CONTROL_CUSTOM
 
static readonly string STATUS
 
static readonly string STATUS_BASICS
 
static readonly string STATUS_ADVANCED
 
static readonly string STATUS_GENDER
 
static readonly string STATUS_FEEDTYPE
 
static readonly string STATUS_FEEDTYPE_CANNIBAL = "If 'Cannibal' is flagged Omnivores and Carnivores will be hunt, attack and eat its own species"
 
static readonly string STATUS_PERCEPTION_TIME
 
static readonly string STATUS_PERCEPTION_TIME_VARIANCE
 
static readonly string STATUS_PERCEPTION_TIME_MULTIPLIER
 
static readonly string STATUS_REACTION_TIME
 
static readonly string STATUS_REACTION_TIME_VARIANCE
 
static readonly string STATUS_REACTION_TIME_MULTIPLIER
 
static readonly string STATUS_RECOVERY_PHASE
 
static readonly string STATUS_REMOVING_DELAY
 
static readonly string STATUS_REMOVING_DELAY_VARIANCE
 
static readonly string STATUS_INFLUENCE_INDICATORS
 
static readonly string STATUS_DAMAGE_IN_PERCENT
 
static readonly string STATUS_STRESS_IN_PERCENT
 
static readonly string STATUS_DEBILITY_IN_PERCENT
 
static readonly string STATUS_HUNGER_IN_PERCENT
 
static readonly string STATUS_THIRST_IN_PERCENT
 
static readonly string STATUS_DAMAGE_TRANSFER_MULTIPLIER
 
static readonly string STATUS_INFLUENCES
 
static readonly string STATUS_INFLUENCES_INTERVAL
 
static readonly string STATUS_INFLUENCES_STRESS
 
static readonly string STATUS_INFLUENCES_DEBILITY
 
static readonly string STATUS_INFLUENCES_DAMAGE
 
static readonly string STATUS_INFLUENCES_HUNGER
 
static readonly string STATUS_INFLUENCES_THIRST
 
static readonly string STATUS_INFLUENCES_AGGRESSIVITY
 
static readonly string STATUS_INFLUENCES_ANXIETY
 
static readonly string STATUS_INFLUENCES_EXPERIENCE
 
static readonly string STATUS_INFLUENCES_NOSINESS
 
static readonly string STATUS_VITAL_INDICATORS
 
static readonly string STATUS_VITAL_INDICATOR_HEALTH = ""
 
static readonly string STATUS_VITAL_INDICATOR_STAMINA = ""
 
static readonly string STATUS_VITAL_INDICATOR_POWER = ""
 
static readonly string STATUS_CHARACTER_INDICATORS = ""
 
static readonly string STATUS_CHARACTER_DEFAULT_AGGRESSITY = ""
 
static readonly string STATUS_CHARACTER_DEFAULT_ANXIETY = ""
 
static readonly string STATUS_CHARACTER_DEFAULT_EXPERIENCE = ""
 
static readonly string STATUS_CHARACTER_DEFAULT_NOSINESS = ""
 
static readonly string STATUS_FITNESS_RECREATION_LIMIT
 
static readonly string STATUS_AGING
 
static readonly string STATUS_AGING_AGE
 
static readonly string STATUS_AGING_MAXAGE
 
static readonly string STATUS_SHELTER
 
static readonly string STATUS_SHELTER_TAG = ""
 
static readonly string STATUS_INDOOR
 
static readonly string STATUS_INDOOR_TAG = ""
 
static readonly string STATUS_TEMPERATURE
 
static readonly string STATUS_TEMPERATURE_SCALE = "Temperature Scale defines the desired measuring unit FAHRENHEIT or CELSIUS in degrees"
 
static readonly string STATUS_TEMPERATURE_SCOPE = "The Temperature Scope defines the lowest and highest environment temperature values your creature can survive."
 
static readonly string STATUS_TEMPERATURE_BEST = "Comfort Temperature defines the ideal temperature value for your creature."
 
static readonly string STATUS_TEMPERATURE_CURRENT
 
static readonly string STATUS_ARMOR
 
static readonly string STATUS_ARMOR_IN_PERCENT
 
static readonly string STATUS_INFLUENCE = ""
 
static readonly string STATUS_DYNAMIC_INFLUENCES = ""
 
static readonly string STATUS_MEMORY
 
static readonly string STATUS_MEMORY_SPATIAL = ""
 
static readonly string STATUS_MEMORY_SHORT = ""
 
static readonly string STATUS_MEMORY_LONG = ""
 
static readonly string CHARACTERISTICS_SPEED_RUNNING = "Default running speed of the creature!"
 
static readonly string CHARACTERISTICS_SPEED_WALKING = "Default walking speed of the creature!"
 
static readonly string CHARACTERISTICS_SPEED_TURNING = "Default turning speed of the creature!"
 
static readonly string MISSIONS = "Missions represents the standard duties your creature have to fulfil."
 
static readonly string MISSION_ENABLED
 
static readonly string MISSION_OUTPOST
 
static readonly string MISSION_OUTPOST_TARGET
 
static readonly string MISSION_OUTPOST_BEHAVIOR = "TODO"
 
static readonly string MISSION_ESCORT
 
static readonly string MISSION_ESCORT_TARGET
 
static readonly string MISSION_ESCORT_BEHAVIOUR = ""
 
static readonly string MISSION_SCOUT = ""
 
static readonly string MISSION_PATROL
 
static readonly string MISSION_PATROL_ORDER_TYPE
 
static readonly string MISSION_PATROL_TARGET = ""
 
static readonly string MISSION_PATROL_WAYPOINTS
 
static readonly string MISSION_PATROL_ADD_WAYPOINT_GROUP = ""
 
static readonly string MISSION_PATROL_ADD_WAYPOINT = ""
 
static readonly string MISSION_PATROL_WAYPOINT
 
static readonly string MISSION_PATROL_CUSTOM_BEHAVIOUR
 
static readonly string INTERACTION
 
static readonly string INTERACTION_INTERACTOR
 
static readonly string INTERACTION_INTERACTOR_TARGET
 
static readonly string INTERACTION_INTERACTOR_ENABLED
 
static readonly string INTERACTION_INTERACTOR_RULE = "TODO"
 
static readonly string INTERACTION_INTERACTOR_RULE_TARGET = ""
 
static readonly string INTERACTION_INTERACTOR_ADD_RULE = ""
 
static readonly string INTERACTION_INTERACTOR_RULE_BLOCK
 
static readonly string ENVIROMENT
 
static readonly string ENVIROMENT_SURFACE
 
static readonly string ENVIROMENT_SURFACE_SCAN_INTERVAL
 
static readonly string ENVIROMENT_SURFACE_RULE = "TODO"
 
static readonly string ENVIROMENT_SURFACE_RULE_NAME
 
static readonly string ENVIROMENT_SURFACE_RULE_TEXTURES
 
static readonly string ENVIROMENT_SURFACE_RULE_PROCEDURES
 
static readonly string ENVIROMENT_SURFACE_BEHAVIOUR = "TODO"
 
static readonly string ENVIROMENT_SURFACE_AUDIO = "TODO"
 
static readonly string ENVIROMENT_SURFACE_EFFECT = "TODO"
 
static readonly string ENVIROMENT_SURFACE_INFLUENCES = "TODO"
 
static readonly string ENVIROMENT_COLLISION
 
static readonly string ENVIROMENT_COLLISION_RULE_CONDITIONS = ""
 
static readonly string ENVIROMENT_COLLISION_RULE
 
static readonly string ENVIROMENT_COLLISION_RULE_NAME
 
static readonly string ENVIROMENT_COLLISION_RULE_TYPE
 
static readonly string ENVIROMENT_COLLISION_RULE_TAG = "TODO"
 
static readonly string ENVIROMENT_COLLISION_RULE_BODYPART = "TODO"
 
static readonly string ENVIROMENT_COLLISION_RULE_TAG_PRIORITY = "TODO"
 
static readonly string ENVIROMENT_COLLISION_RULE_LAYER = "TODO"
 
static readonly string ENVIROMENT_COLLISION_RULE_LAYER_PRIORITY = "TODO"
 
static readonly string ENVIROMENT_COLLISION_RULE_PROCEDURES = "TODO"
 
static readonly string ENVIROMENT_COLLISION_BEHAVIOUR = "TODO"
 
static readonly string ENVIROMENT_COLLISION_INFLUENCES = "TODO"
 
static readonly string ENVIROMENT_COLLISION_AUDIO = "TODO"
 
static readonly string ENVIROMENT_COLLISION_EFFECT = "TODO"
 
static readonly string BEHAVIOUR
 
static readonly string BEHAVIOUR_MODE
 
static readonly string BEHAVIOUR_MODE_RENAME
 
static readonly string BEHAVIOUR_MODE_FAVOURED
 
static readonly string BEHAVIOUR_MODE_FAVOURED_PRIORITY = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_PERIOD = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_MOVE_POSITION_REACHED = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_TARGET_MOVE_POSITION_REACHED = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_TARGET = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_TARGET_POPUP = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_TARGET_RANGE = ""
 
static readonly string BEHAVIOUR_MODE_FAVOURED_DETOUR = ""
 
static readonly string BEHAVIOUR_MODE_RULE
 
static readonly string BEHAVIOUR_MODE_RULES_ORDER = "Adapt the order type to define the desired sequence order of the given rules."
 
static readonly string BEHAVIOUR_MODE_RULE_ADD = "Adds a new rule for the selected behaviour mode."
 
static readonly string BEHAVIOUR_ANIMATION
 
static readonly string BEHAVIOUR_ANIMATION_NONE
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_DIRECT = "DIRECT - similar to the legacy animation handling"
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_CONDITIONS = "CONDITIONS – triggering by specified values (float, integer, Boolean and trigger)"
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_ADVANCED = "ADVANCED – similar to CONDITIONS with additional settings for IK (ALPHA)"
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_ADVANCED_INFO = "COMING SOON!"
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATOR_ERROR_NO_CLIPS = "There are no clips available. Please check your Animator Controller!"
 
static readonly string BEHAVIOUR_ANIMATION_ANIMATION
 
static readonly string BEHAVIOUR_ANIMATION_CLIP
 
static readonly string BEHAVIOUR_ANIMATION_CUSTOM = ""
 
static readonly string BEHAVIOUR_LENGTH
 
static readonly string BEHAVIOUR_LOOK = "TODO"
 
static readonly string BEHAVIOUR_AUDIO = "TODO"
 
static readonly string BEHAVIOUR_EFFECT = "TODO"
 
static readonly string BEHAVIOUR_INVENTORY = "TODO"
 
static readonly string BEHAVIOUR_EVENTS = "TODO"
 
static readonly string BEHAVIOUR_METHOD = "TODO"
 
static readonly string BEHAVIOUR_INVENTORY_TYPE = ""
 
static readonly string BEHAVIOUR_INVENTORY_TYPE_COLLECT = ""
 
static readonly string BEHAVIOUR_INVENTORY_TYPE_DISTRIBUTE = ""
 
static readonly string BEHAVIOUR_INVENTORY_TYPE_DISTRIBUTE_INTERVAL = ""
 
static readonly string BEHAVIOUR_INVENTORY_TYPE_EQUIP = ""
 
static readonly string BEHAVIOUR_INVENTORY_ITEM = ""
 
static readonly string BEHAVIOUR_INVENTORY_ITEM_PARENT = ""
 
static readonly string BEHAVIOUR_INFLUENCES
 
static readonly string BEHAVIOUR_LINK = "Link provides the forwarding to a specific Rule or another Behaviour Mode as well."
 
static readonly string BEHAVIOUR_LINK_SELECT = ""
 
static readonly string BEHAVIOUR_LINK_MODE = ""
 
static readonly string BEHAVIOUR_LINK_RULE = ""
 
static readonly string BEHAVIOUR_MOVEMENTS
 
static readonly string BEHAVIOUR_MOVE_VELOCITY = "TODO"
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_FORWARDS
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_SIDEWARDS = ""
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_DRIFT = ""
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_VERTICAL
 
static readonly string BEHAVIOUR_MOVE_ALTITUDE
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_VARIANCE
 
static readonly string BEHAVIOUR_MOVE_VELOCITY_INERTIA
 
static readonly string BEHAVIOUR_MOVE_VIEWING_DIRECTION
 
static readonly string BEHAVIOUR_MOVE_ANGULAR_VELOCITY
 
static readonly string BEHAVIOUR_MOVE_DEFAULT
 
static readonly string BEHAVIOUR_MOVE_RANDOM = ""
 
static readonly string BEHAVIOUR_MOVE_ORBIT
 
static readonly string BEHAVIOUR_MOVE_DETOUR = ""
 
static readonly string BEHAVIOUR_MOVE_ESCAPE
 
static readonly string BEHAVIOUR_MOVE_ESCAPE_DISTANCE = ""
 
static readonly string BEHAVIOUR_MOVE_ESCAPE_ANGLE = ""
 
static readonly string BEHAVIOUR_MOVE_CUSTOM = ""
 
static readonly string BEHAVIOUR_MOVE_AVOID
 
static readonly string BEHAVIOUR_MOVE_AVOID_DISTANCE = ""
 
static readonly string REGISTER_OPTIONS
 
static readonly string REGISTER_OPTIONS_DEFAULT = ""
 
static readonly string REGISTER_OPTIONS_GROUPS
 
static readonly string REGISTER_OPTIONS_GROUPS_ROOT
 
static readonly string REGISTER_OPTIONS_GROUPS_CREATURES
 
static readonly string REGISTER_OPTIONS_GROUPS_ITEMS
 
static readonly string REGISTER_OPTIONS_GROUPS_LOCATIONS
 
static readonly string REGISTER_OPTIONS_GROUPS_WAYPOINTS
 
static readonly string REGISTER_OPTIONS_GROUPS_MARKERS
 
static readonly string REGISTER_OPTIONS_GROUPS_TARGETS
 
static readonly string REGISTER_OPTIONS_GROUPS_OTHER = "The Other node contains all other GameObjects without specific ICE scripts."
 
static readonly string REGISTER_OPTIONS_GROUPS_PLAYER
 
static readonly string REGISTER_OPTIONS_POOL_MANAGEMENT
 
static readonly string REGISTER_OPTIONS_POOL_MANAGEMENT_GROUND_CHECK
 
static readonly string REGISTER_OPTIONS_POOL_MANAGEMENT_WATER_CHECK
 
static readonly string REGISTER_OPTIONS_POOL_MANAGEMENT_OBSTACLE_CHECK
 
static readonly string REGISTER_OPTIONS_SCENE_MANAGEMENT = ""
 
static readonly string REGISTER_OPTIONS_DONTDESTROYONLOAD
 
static readonly string REGISTER_OPTIONS_RANDOMSEED
 
static readonly string REGISTER_OPTIONS_RANDOMSEED_CUSTOM
 
static readonly string REGISTER_OPTIONS_DEBUG = "Activate the Debug feature to show the Reference and SpawnPoint Gizmos."
 
static readonly string REGISTER_OPTIONS_DEBUG_GIZMOS_MODE
 
static readonly string REGISTER_OPTIONS_DEBUG_REFERENCES
 
static readonly string REGISTER_OPTIONS_DEBUG_CLONES
 
static readonly string REGISTER_OPTIONS_DEBUG_SPAWNPOINTS
 
static readonly string REGISTER_OPTIONS_DEBUG_PLAYERS = ""
 
static readonly string REGISTER_REFERENCE_OBJECTS
 
static readonly string REGISTER_REFERENCE_OBJECTS_ADD
 
static readonly string REGISTER_REFERENCE_OBJECT
 
static readonly string REGISTER_REFERENCE_OBJECT_GROUP
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SPAWN_MAX
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SPAWN_INTERVAL
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SPAWN_PRIORITY
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE_VARIANCE = "Use ‘Size Variance’ to define the minimum and maximum limits."
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SOFTRESPAWN
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_GROUP_USE
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_GROUP_CUSTOM
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_GROUP_INFO
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SPAWN_CONDITIONS = "TODO "
 
static readonly string REGISTER_REFERENCE_OBJECT_POOL_SPAWN_CONDITIONS_MAIN_CAMERA_DISTANCE
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINTS
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT_REFERENCE
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT_RANGE
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT_RECT
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT_LEVEL
 
static readonly string REGISTER_REFERENCE_OBJECT_SPAWN_POINT_LEVEL_OFFSET
 
static readonly string LOCATION_NAME = ""
 
static readonly string ITEM_NAME = ""
 
static readonly string LOOK_INVISIBILITY = ""
 
static readonly string LOOK_INVISIBILITY_TYPE = ""
 
static readonly string ATTRIBUTE_ADD = "Attributes represents components which provides an entity additional features."
 
static readonly string SENSORIA
 
static readonly string SENSORIA_FOV
 
static readonly string SENSORIA_FOV_VISUAL_RANGE
 
static readonly string SENSORIA_FOV_VISUAL_OFFSET
 
static readonly string SENSORIA_FOV_VISUAL_HORIZONTAL_OFFSET
 
static readonly string SENSORIA_ATTRIBUTES
 
static readonly string SENSORIA_ATTRIBUTES_AUDITORY = ""
 
static readonly string SENSORIA_ATTRIBUTES_VISUAL = ""
 
static readonly string SENSORIA_ATTRIBUTES_OLFACTORY = ""
 
static readonly string SENSORIA_ATTRIBUTES_GUSTATORY = ""
 
static readonly string SENSORIA_ATTRIBUTES_TACTILE = ""
 
static readonly string ODOUR
 
static readonly string ODOUR_INTENSITY = ""
 
static readonly string ODOUR_RANGE = ""
 
static readonly string ODOUR_MARKER = ""
 
static readonly string ODOUR_MARKER_INTERVAL = ""
 
static readonly string ODOUR_EFFECT = ""
 
static readonly string LASER = "TODO"
 
static readonly string FLASHLIGHT = "TODO"
 
static readonly string FIRE = "TODO"
 
static readonly string FIRE_LIGHT = "Light object which represents the light of the fire."
 
static readonly string FIRE_INTENSITY = "Random min/max intensity range of the fire light."
 
static readonly string TURRET = "TODO"
 
static readonly string TURRET_SCAN_RANGE = "TODO"
 
static readonly string TURRET_PIVOT_POINT = "TODO"
 
static readonly string TURRET_PIVOT_AXIS_YAW = "TODO"
 
static readonly string TURRET_PIVOT_AXIS_PITCH = "TODO"
 
static readonly string WEAPON = "TODO"
 
static readonly string WEAPON_IMPACT = "TODO"
 
static readonly string MELEE_WEAPON = "TODO"
 
static readonly string RANGED_WEAPON = "TODO"
 
static readonly string RANGED_WEAPON_MUZZLE_FLASH = "TODO"
 
static readonly string RANGED_WEAPON_MUZZLE_FLASH_SCALE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_TYPE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_DAMAGE_METHOD = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_DAMAGE_VALUE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_DAMAGE_FORCE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_PROJECTILE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_PROJECTILE_SCALE = "TODO"
 
static readonly string RANGED_WEAPON_AMMO_PROJECTILE_SPAWN_POINT = "TODO"
 
static readonly string RANGED_WEAPON_SHELL = "TODO"
 
static readonly string RANGED_WEAPON_SHELL_REFERENCE = "TODO"
 
static readonly string RANGED_WEAPON_SHELL_SPAWNPOINT = "TODO"
 
static readonly string INVENTORY
 
static readonly string INVENTORY_SLOTS
 
static readonly string INVENTORY_SLOT
 
static readonly string INVENTORY_SLOT_ITEM
 
static readonly string INVENTORY_SLOT_AMOUNT
 
static readonly string INVENTORY_SLOT_ITEM_DROP_RANGE = "Radius around the creature the detached item will be droped"
 
static readonly string INVENTORY_DROP_RANGE = "Default radius around the creature detached items will be droped"
 
static readonly string DEFAULT = ""
 

Member Function Documentation

static string ICE.Creatures.EditorInfos.Info.GetTargetSelectionExpressionTypeHint ( SelectionExpressionType  _type)
static

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Member Data Documentation

readonly string ICE.Creatures.EditorInfos.Info.ATTRIBUTE_ADD = "Attributes represents components which provides an entity additional features."
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR
static
Initial value:
= "While a Target represents a goal, Behaviours defines the way to reach it. The Behaviour settings " +
"provides you to design and manage complex behaviour instructions and procedures, to reach your needs and goals and finally a realistic " +
"and natural behaviour of your creature."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION
static
Initial value:
= "Here you can define the desired animation you want use for the selected rule. " +
"Simply choose the desired type and adapt the required settings."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATION
static
Initial value:
= "Working with legacy animations is the easiest and fastest way " +
"to get nice-looking results. Simply select the desired animation, set the correct WrapMode and go."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR
static
Initial value:
= "By choosing the ANIMATOR ICECreatureControl will using the Animator " +
"Interface to control Unity’s powerful Mecanim animation system. To facilitate setup and handling, ICECreatureControl provide " +
"three different options to working with Mecanim: \n\n" +
" - DIRECT – similar to the legacy animation handling \n" +
" - CONDITIONS – triggering by specified values (float, integer, Boolean and trigger) \n" +
" - ADVANCED – similar to CONDITIONS with additional settings for IK (ALPHA) \n"
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_ADVANCED = "ADVANCED – similar to CONDITIONS with additional settings for IK (ALPHA)"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_ADVANCED_INFO = "COMING SOON!"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_CONDITIONS = "CONDITIONS – triggering by specified values (float, integer, Boolean and trigger)"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR_CONTROL_TYPE_DIRECT = "DIRECT - similar to the legacy animation handling"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_ANIMATOR_ERROR_NO_CLIPS = "There are no clips available. Please check your Animator Controller!"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_CLIP
static
Initial value:
= "The direct use of animation clips is inadvisable and here only " +
"implemented for the sake of completeness and for some single cases it could be helpful to have it. But apart from that it " +
"works like the animation list. Simply assign the desired animation clip, set the correct WrapMode and go."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_CUSTOM = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_ANIMATION_NONE
static
Initial value:
= "Animations are optional and not obligatory required, so you can " +
"control also each kind of unanimated objects, such as dummies for testing and prototyping, simple bots and turrets or " +
"movable waypoints. "
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_AUDIO = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_EFFECT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_EVENTS = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INFLUENCES
static
Initial value:
= "Each Behaviour Rule can have an impact to your creature, these impacts " +
"could be positive, such as the recreation (reducing of damage) while sleeping or eating, or negative, such as the increase " +
"of damage while your creature is fighting. "
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_ITEM = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_ITEM_PARENT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_TYPE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_TYPE_COLLECT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_TYPE_DISTRIBUTE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_TYPE_DISTRIBUTE_INTERVAL = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_INVENTORY_TYPE_EQUIP = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LENGTH
static
Initial value:
= "Here you can define the play length of a rule by setting the ‘min’ and " +
"‘max’ range. If both values are identical, the rule will be playing exactly for the specified time-span, otherwise " +
"the length will be randomized based on the given values. Please note, that these settings are only available, if your " +
"selected ‘Behaviour Mode’ contains more than one rule. If you ignore the play length settings while you have more " +
"than one rule, the control tries to use the animation length but this could originate unlovely results and is " +
"inadvisable."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LINK = "Link provides the forwarding to a specific Rule or another Behaviour Mode as well."
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LINK_MODE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LINK_RULE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LINK_SELECT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_LOOK = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_METHOD = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE
static
Initial value:
= "The behaviour of your creature is subdivided into single Behaviour Modes. Each of these " +
"modes contains the instructions for specific situations and can be assigned to target-related or condition-based events. Furthermore " +
"Behaviour Modes are not bounded to specific assignments and can generally be used for several targets and situations, in case they " +
"are suitable for them.\n\nEach Behaviour Mode will have at least one Behaviour Rule, but to reach a more realistic behaviour can add " +
"additional rules, which allows your creature to do things in different ways, break and resume running activities, run intermediate " +
"animation sequences, start effects or to play audio files as well."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED
static
Initial value:
= "The ‘Favoured’ flag allows you to block other targets and behaviours until the " +
"defined conditions of the active mode are fulfilled. By using this feature you can force a specific behaviour independent of " +
"higher-prioritised targets, which will normally determines the active behaviour. You can select several conditions, in this case the " +
"selected ones will combined with OR, so that just one of them must be true. Please consider, that the active mode will in fact stay " +
"active until the conditions are fulfilled, so please make sure, that your creature can fulfil the conditions, otherwise you will " +
"provide a deadlock."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_DETOUR = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_MOVE_POSITION_REACHED = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_PERIOD = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_PRIORITY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_TARGET = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_TARGET_MOVE_POSITION_REACHED = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_TARGET_POPUP = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_FAVOURED_TARGET_RANGE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_RENAME
static
Initial value:
= "Renames allows you to change the key of the selected Behaviour Mode. Please note, " +
"that renaming will remove all existing assignments."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_RULE
static
Initial value:
= "To provide a more realistic behaviour each mode can contains several different rules of " +
"instructions at the same time, which allows your creature to do things in different ways, break and resume running activities, run " +
"intermediate animation sequences, start effects or to play audio files as well."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_RULE_ADD = "Adds a new rule for the selected behaviour mode."
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MODE_RULES_ORDER = "Adapt the order type to define the desired sequence order of the given rules."
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ALTITUDE
static
Initial value:
= "In addition to the Vertical Velocity you have to define also the desired operating level " +
"which represents the desired altitude your creature will try to reach. If you define different minimum and maximum values, the final altitude " +
"will be randomized if the rule becomes active. By default the altitude represents the absolute level above zero, by activating the ‘GND’ " +
"button (Ground) the creature will use the altitude above the given ground level and will follow the contour map."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ANGULAR_VELOCITY
static
Initial value:
= "Angular Velocity defines the desired rotational speed of your creature around its " +
"y axis. This value affects the turning radius of your creature – the smaller the value, the larger the radius and vice versa. For a realistic " +
"behaviour, this value should be consider the given physical facts and therefore suitable to the specified speed and the naturally to the animation " +
"and the kind of creature as well."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_AVOID
static
Initial value:
= "By using the Avoid Move, your creature will try to avoid the target by moving to the side, left or right " +
"being based on the initial sighting line. Please consider, that you can affect the Avoid behaviour by adjust the angular restriction settings of the Target " +
"Selection Criteria and/or the Field Of View of your creature."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_AVOID_DISTANCE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_CUSTOM = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_DEFAULT
static
Initial value:
= "By default ICECreatureControl will use the Default Move for all standard situations, which describes " +
"a direct manoeuvre form the current transform position to the TargetMovePosition. This manoeuvre will be sufficient in the majority of cases, but " +
"it is less helpful if your creature have to veer away from a target, such as in an escape situation."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_DETOUR = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ESCAPE
static
Initial value:
= "By using the Escape Move, your creature will move away from the target in the opposite direction of " +
"the initial sighting line. You can randomize this escape direction by adapt the RandomEscapeAngle. The EscapeDistance defines the desired move distance, " +
"which will added to the given SelectionRange of the target. Please consider, that you can affect the Escape behaviour by adjust the angular restriction " +
"settings of the Target Selection Criteria and/or the Field Of View of your creature."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ESCAPE_ANGLE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ESCAPE_DISTANCE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_ORBIT
static
Initial value:
= "Orbit Move defines an orbital move around the TargetMovePosition. You can adjust the initial " +
"radius, a positive or negative shift value, so that your creature will following a spirally path and the associated minimum and maximum distances, " +
"which specifies the end of the move. Please consider, that an orbital move with a zero shift value will not have a logical end, so you should make " +
"sure that your creature will be not circling around the target infinitely. You could do this, for example, by setting a limited play length of the rule."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_RANDOM = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_DRIFT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_FORWARDS
static
Initial value:
= "Velocity defines the desired speed of your creature in z-direction. Please note, that " +
"the adjustment of the velocity is absolutely essential for all spatial movements. By activating the AUTO function, your creature will adjusts " +
"its velocity according to the given target. The NEG flag allows you to use negative velocity values. Make sure that the velocity values are " +
"suitable to the defined animation, otherwise your creature will do a moonwalk and please consider, that a zero value means no move."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_INERTIA
static
Initial value:
= "The Inertia value will be used to simulate the mass inertia to avoid abrupt " +
"movements while the speed value changed."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_SIDEWARDS = ""
static
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_VARIANCE
static
Initial value:
= "Use the Velocity Variance Multiplier to randomize the Forward Velocity Vector " +
"during the runtime, to force non-uniform movements of your creature (this will be helpful while using several instances of your creature)"
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VELOCITY_VERTICAL
static
Initial value:
= "If vertical movements enabled you can use the Vertical Velocity to define the desired " +
"speed along the y-axis. Your creature will use this velocity to reach its given altitude (Operating Level)."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVE_VIEWING_DIRECTION
static
Initial value:
= "Viewing Direction defines the direction your creature will look at while the " +
"behaviour is active. By default your creature will look at the move direction, but in some cases it can be helpful to force a specific direction " +
"independent of the move direction."
readonly string ICE.Creatures.EditorInfos.Info.BEHAVIOUR_MOVEMENTS
static
Initial value:
= "Additional to the Default Move, which you can adapt in the Essential section, each " +
"Behaviour Rule provides enhanced Movement Options to customize the spatial movements of your creature according to the selected Animation, " +
"the desired behaviour or other needs and requirements.\n\nIn difference to the Default Move settings, the Behaviour Movements contains in " +
"addition to the known move specifications, further settings to define advanced movements, the viewing direction and the velocity, which " +
"is absolutely essential if a desired behaviour is to be provided spatial position changes. In such cases it’s indispensable to adapt the " +
"velocity settings."
readonly string ICE.Creatures.EditorInfos.Info.BODY_ORIENTATION_TYPE
static
Initial value:
= "Here you can specify the vertical direction of your creature relative " +
"to the ground, which is important for movements on slanted surfaces, hilly grounds or during the fly. The 'ADV' button activates a more " +
"extensive method to handle the Body Orientation for Crawler, Quadruped and Glider creature types. Please note, that the Body Orientation will " +
"be automatically adjusted to GLIDER whenever you allow vertical movements."
readonly string ICE.Creatures.EditorInfos.Info.BODY_ORIENTATION_TYPE_OVERRIDE
static
Initial value:
= "Here you can override the default body orientation of your creature according to the " +
"given animation. The body orientatin defines the vertical direction of your creature relative to the ground, which is important for movements " +
"on slanted surfaces, hilly grounds or during the fly. The 'ADV' button activates a more extensive method to handle the Body Orientation for " +
"Crawler, Quadruped and Glider creature types. Please note, that the Body Orientation will be automatically adjusted to GLIDER whenever you allow " +
"vertical movements."
readonly string ICE.Creatures.EditorInfos.Info.BODY_PITCH_ANGLE
static
Initial value:
= "The Pitch Angle options allows your creature to to use rotations along its x-axis. The " +
"pitch angle is related to the current speed but the angle can adjusted and limited by changing the multiplier and the maximum value."
readonly string ICE.Creatures.EditorInfos.Info.BODY_ROLL_ANGLE
static
Initial value:
= "The Roll Angle options allows your creature to use rotations along its z-axis to lean into a turn. The " +
"roll angle is related to the current speed but the angle can adjusted and limited by changing the multiplier and the maximum value."
readonly string ICE.Creatures.EditorInfos.Info.CHARACTERISTICS_SPEED_RUNNING = "Default running speed of the creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.CHARACTERISTICS_SPEED_TURNING = "Default turning speed of the creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.CHARACTERISTICS_SPEED_WALKING = "Default walking speed of the creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.CREATURE_PRESETS = "Save and load creature settings to use it for other creatures or situations."
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK
static
Initial value:
= "A deadlock is a situation in which your creature can’t reach its desired move position. This could " +
"have several reasons, such as the typical case that its route is blocked by obstacles etc., but it could also be that its forward velocity " +
"is too high or the angular speed too low, so that your creature have - for the given situation - not the required manoeuvrability to reach " +
"the Stopping Distance to complete this move. In such cases you can observe two typical behaviours – if the path is simply blocked your " +
"creature will still walking or running on the same spot, but if the manoeuvrability is not suitable to the given stopping distance, your " +
"creature will moving in a circle or a loop. The Deadlock Handling allows your creature to detect such mistakes and you can define how your " +
"creature should react."
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_ACTION = "Deadlock Action defines the desired procedure in cases of deadlocks."
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_ACTION_BEHAVIOUR = ""
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_ACTION_DIE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_ACTION_UPDATE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_LOOP_CRITICAL_POSITION
static
Initial value:
= "Max. Critical Positions defines the upper tolerance limit to trigger a deadlock. " +
"If this value is adjusted to zero, each critical event will directly trigger a deadlock, otherwise the limit must be reached."
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_LOOP_INTERVAL = "Test Interval defines the time in which your creature have to leave the Loop Range."
static
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_LOOP_RANGE
static
Initial value:
= "Loop Range works analogue to the Move Distance Test but in larger dimensions. The Loop " +
"Range should be larger than the given Stopping Distance and the interval suitable to the lowest walking speed of your creature. "
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_MOVE_CRITICAL_POSITION
static
Initial value:
= "Max. Critical Positions defines the upper tolerance limit to trigger a deadlock. " +
"If this value is adjusted to zero, each critical event will directly trigger a deadlock, otherwise the limit must be reached."
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_MOVE_DISTANCE
static
Initial value:
= "Move Distance defines the minimum distance which your create have to covered within the " +
"specified time. Please note that distance and interval should be suitable to the lowest forward speed of your creature."
readonly string ICE.Creatures.EditorInfos.Info.DEADLOCK_MOVE_INTERVAL = "Test Interval defines the time in which your creature have to cover the Move Distance."
static
readonly string ICE.Creatures.EditorInfos.Info.DEFAULT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.DISPLAY_OPTIONS
static
Initial value:
= "Here you can choose your individual display options, dependent to your tasks and " +
"requirements. Hide unneeded feature and reduce the component to the relevant parts, so you will never lose the track. " +
"While ‘global’ display option is active, you will use the given display settings for all your creatures. Use this feature in " +
"conjunction with the 'Quick Selection' to get a quick access to your focused settings sections."
readonly string ICE.Creatures.EditorInfos.Info.ENTITY_DEBUG_OPTIONS
static
Initial value:
= "The debug options provide you several tools to monitoring the runtime" +
"behaviour of your entity, so it’s easier to you to detect and avoid misfeature and nonconformities."
readonly string ICE.Creatures.EditorInfos.Info.ENTITY_QUICK_SELECTION
static
Initial value:
= "The Quick Selection popup allows you to switching directly between all your " +
"registered creatures and objects. "
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT
static
Initial value:
= "Complementary to the HOME, MISSIONS and INTERACTION features, which are all dealing with the interaction " +
"between your creature and other GameObjects, the Environment section handles the interaction with the surrounding environment. The current " +
"Environment System provides your creature two different abilities to sense its surrounding space – SURFACE and COLLISION detection."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION
static
Initial value:
= "The Collision Rules defines the reaction to detected collisions. You could use this " +
"feature for example to adjust the damage if your creature was hit by a bullet, or comes in contact with a melee weapon or a spike wall."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_AUDIO = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_BEHAVIOUR = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_EFFECT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_INFLUENCES = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE
static
Initial value:
= "The Collision Rules defines the reaction to detected collisions. You could use this " +
"feature for example to adjust the damage if your creature was hit by a bullet, or comes in contact with a melee weapon or a spike wall."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_BODYPART = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_CONDITIONS = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_LAYER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_LAYER_PRIORITY = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_NAME
static
Initial value:
= "Name defines just the display name of the rule and have further impact. " +
"You can rename it to use a more comprehensible and context related term."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_PROCEDURES = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_TAG = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_TAG_PRIORITY = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_COLLISION_RULE_TYPE
static
Initial value:
= "Type specifies the condition type, which will be using to filter the incoming " +
"collisions. Currently you can filter incoming collision objects by TAG, LAYER or TAG&LAYER "
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE
static
Initial value:
= "The Surface Rules specify the reaction to the specified textures. You could use this feature for " +
"example to handle footstep sounds and/or footprint effects, but you could also start explosion effects to simulate a " +
"minefield, or dust effects for a dessert, or you could define textures as fertile soil, where your creature can appease " +
"one's hunger and thirst etc. "
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_AUDIO = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_BEHAVIOUR = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_EFFECT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_INFLUENCES = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_RULE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_RULE_NAME
static
Initial value:
= "Name defines just the display name of the rule and have further impact. " +
"You can rename it to use a more comprehensible and context related term."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_RULE_PROCEDURES
static
Initial value:
= "Each Surface Rule can initiate several procedures, in cases the given trigger conditions are " +
"fulfilled. You can adapt the Procedure setting to define the desired behaviour. You could use the procedure settings for example to define footstep " +
"sounds and/or footprint effects, but you could also start explosion effects to simulate a minefield, or dust effects for a dessert, or " +
"you could define textures as fertile soil, where your creature can appease its hunger or thirst etc. "
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_RULE_TEXTURES
static
Initial value:
= "The Trigger Textures specifies the conditions to activate the assigned procedures. As " +
"soon as your creature comes in contact with one of the defined textures, the specified procedures will start. Use the Interval settings " +
"to adjust the desired repeating interval."
readonly string ICE.Creatures.EditorInfos.Info.ENVIROMENT_SURFACE_SCAN_INTERVAL
static
Initial value:
= "The Ground Scan Interval value defines the desired time period in seconds to check the current " +
"ground texture. It’s not required and recommended to do this scan in each frame (value adjusted to zero), by default the creature will do this scan each " +
"second, which should be suitable for the most cases. You should increase this value if you are using large herds or crowds."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS
static
Initial value:
= "Essentials covers all fundamental settings your creature needs for its first steps, " +
"such as a home location, basic behaviours and the general motion and pathfinding settings as well."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_AVOID_WATER = "While Avoid Water is flagged your creature will avoid surfaces with the water layer."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS
static
Initial value:
= "The Default Behaviours represents the proposed minimum performance requirements your " +
"creature should be able to fulfil. Please note that you can define additional behaviours as required by using the Behaviour section of " +
"your creature."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_CLIMB = "Optional action behaviour, which will be used if your creature needs to climb."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_DEAD
static
Initial value:
= "Optional action behaviour while the creature is dead or dying. You can combine the " +
"DEAD behaviour with the Corpse options to run a dying animation before spawning the corpse object. If the DEAD behaviour is disabled the " +
"creature will spawn the Corpse only or run its IDLE behaviour in cases that the Corpse feature is disabled as well."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_FALL = "Optional action behaviour, which will be used if your creature is falling."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_IDLE
static
Initial value:
= "Static default behaviour while the creature has reached a Target Move Position " +
"and has no other tasks to do or if it needs to stop temporary its movement for some reasons."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_JUMP = "Optional action behaviour, which will be used if your creature needs to jump."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_LEISURE
static
Initial value:
= "Optional action behaviour, which will be used whenever the creature is within the defined Random Positioning Range. " +
"The creature could use this behaviour to run randomized leisure activities before reaching the Stopping Distance. " +
"Please note, this behaviour is only available if the Random Positioning Range is not adjusted to zero."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_MOUNTED = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_RENDEZVOUS = "Advanced action behaviour, which will be used when the creature have reached the specified Stopping Distance."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_RUN = "Default move behaviour for reaching the given Target Move Position."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_SLIDE = "Optional action behaviour, which will be used if your creature needs to pass under an obstacle."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_SPAWN
static
Initial value:
= "Optional action behaviour while the creature is spawning. If the SPAWN behaviour " +
"is disabled the creature will use its IDLE behaviour during the spawning process."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_STANDARD = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_VAULT = "Optional action behaviour, which will be used if your creature needs to cross over an obstacle."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_WALK = "Default move behaviour while approaching to a Target Move Position."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BEHAVIOURS_WOUNDED = "Optional action behaviour while the creature get a hit and is wounded."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BODYPART = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BODYPART_ADD = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_BODYPARTS = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_HOME
static
Initial value:
= "Here you have to define the home location of your creature. This place will be its starting " +
"point and also the area where it will go to rest and to respawn after dying. Whenever your creature is not busy or for any reason not " +
"ready for action (e.g. wounded, too weak etc.) it will return to this place."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_HOME_BEHAVIOUR = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_HOME_BEHAVIOUR_LEISURE = "Randomized leisure activities within the random positioning range of the home location."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_HOME_BEHAVIOUR_RENDEZVOUS = "Idle behaviour after reaching the current target move position."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_HOME_BEHAVIOUR_TRAVEL = "Move behaviour to reach the home area."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SLOPE_LIMITS
static
Initial value:
= "While Use Slope Limits is flagged you can define the maximum slope limit your creature " +
"can use and in addition to that you can also adapt the maximum walkable slope angle, so that your creature will try to find a walkable way."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SLOPE_LIMITS_BEST_SLOPE_ANGLE = "Best slope angle your creature will use to find a walkable way."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SLOPE_LIMITS_MAX_SLOPE_ANGLE = "Maximum slope angle your creature can use."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SLOPE_LIMITS_SCANNING_ANGLE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SLOPE_LIMITS_SCANNING_RANGE = "Defines the distance which will be used to evaluate the slope values around the creature."
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM
static
Initial value:
= "Motion and Pathfinding contains the basic settings for physics, motion and pathfinding, " +
"which are relevant for the correct technical behaviour, such as grounded movements, surface detection etc. "
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE
static
Initial value:
= "While Obstacle Avoidance is active your creature can detect and avoid obstacles " +
"automatically without additional pathfinding tools. Set the Obstacle Avoidance Popup to BASIC to activate this feature and add all available " +
"and/or desired obstacle layers. In addition you can adapt the Scanning Range and Angle options to improve the result and/or to optimize the " +
"performance."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_ANGLE
static
Initial value:
= "The Scanning Angle defines the steps in degrees within a full-circle and with " +
"this the density of the scan, a lower value will improve the result but also increase the required load, a higher value could be too imprecise. " +
"In addition you can activate the FIX button to prevent needless course corrections."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OFFSET
static
Initial value:
= "The Raycast Offset defines the vertical offset of the scanning ray in relation " +
"to the transform position. A suitable orientation value will be the third of the body height, so your creature can detect also low obstacles " +
"which would block its legs or other lower body-parts. While using the Overcome feature you should adapt the offset to the half of the body height, " +
"because the lower and upper body areas will be covered by separate raycasts to evaluate the best method to avoid or rather to overcome an obstacle."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME
static
Initial value:
= "While ‘Allow Overcome Obstacles’ is active the creature will try to overcome an " +
"obstacle by crossing it over or below, so your creature will try to crawl or slide under an obstacle or vault and climb over it before avoid it by " +
"going around. "
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_BELOW
static
Initial value:
= "The Starting Distance defines the desired distance to the contact point to trigger " +
"the required procedures to overcome the obstacle. While the SPEED flag is enabled the Starting Distance will be determined automatically by using the current " +
"speed and the given multiplier."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_OFFSET_DIFFERENCE
static
Initial value:
= "The Overcome Offset Difference specifies the level difference to " +
"the Vertical Raycast Offset and thereby the vertical position of the additional rays, which handles the lower and upper scan areas while the overcome " +
"feature is active. By default the difference will be the half of the defined Vertical Raycast Offset value, in which the value will be subtracted from " +
"the Vertical Raycast Offset to specify the origin of the lower ray and added to specify origin of the upper ray. Activate the RAY flag to display the " +
"rays in the editor."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_OVER
static
Initial value:
= "The Starting Distance defines the desired distance to the contact point to trigger " +
"the required procedures to overcome the obstacle. While the SPEED flag is enabled the Starting Distance will be determined automatically by using the current " +
"speed and the given multiplier."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_START_DISTANCE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_OVERCOME_START_MULTIPLIER = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_AVOIDANCE_RANGE
static
Initial value:
= "Scanning Range defines the maximum radius your creature will scan. The default " +
"values should be suitable for the majority of cases but finally the result will be dependent on the given scenario and situation e.g. if there " +
"are a lot of obstacles closely spaced you should decrease the range, but if the range is too small it could be that your creature will detect " +
"an obstacle to late and can’t avoid in time. If you are activate the DYN button the creature will determine the scanning range automatically by " +
"using its current speed and the given multiplier."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_GRAVITY
static
Initial value:
= "Here you can activate/deactivate the internal gravity. While using the internal " +
"gravity you don’t need additional components to handle it."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_GRAVITY_FALL_VELOCITY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_GRAVITY_INTERPOLATOR = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_GRAVITY_VALUE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_LEAN_ANGLE_WARNING
static
Initial value:
= "Please note: This feature works well with Legacy Animations but " +
"shows no results by using the Mecanim Animation System. That’s because Mecanim handles the Root Transform Rotations according to the given " +
"animation curves and ignores external changes. I’ll fixed this in the course of the further integration of the Mecanim Animation System."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION
static
Initial value:
= "The Overlap Prevention can be used to obviate intersections with other objects but also to " +
"bypass obstacles in a smart way. Compared or rather additional to the Obstacle Avoidance, which will avoid collisions with potential obstacles, the Overlap " +
"Prevention will handle such collisions to avoid unrealistic mesh intersections. By default the Overlap Prevention will stop the creature if a collision with " +
"another object was detected but you can activate the AVOID option, so your creature will change its direction and will try to find the best way along the " +
"colliders’ surface to avoid further collisions.\n\n" +
"To use the Overlap Prevention you have to select the desired type which will be suitable to cover the mesh of your creature in the best way. You could use the " +
"AUTO button to handle the required settings automatically by using the settings of an existing collider."
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_ANGULAR_SPEED = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_AVOID_SPEED_MULTIPLIER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_CENTER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_END = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_ESCAPE_SPEED_MULTIPLIER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_RADIUS = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_OVERLAP_PREVENTION_SIZE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.ESSENTIALS_SYSTEM_RAYCAST_VERTICAL_OFFSET
static
Initial value:
= "The vertical Raycast Offset defines the height of the raycast origin " +
"related to the given creature position. By default this value is 0.5 but dependent to the terrain it could be helpful to increase this value " +
"to reach better results."
readonly string ICE.Creatures.EditorInfos.Info.FIRE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.FIRE_INTENSITY = "Random min/max intensity range of the fire light."
static
readonly string ICE.Creatures.EditorInfos.Info.FIRE_LIGHT = "Light object which represents the light of the fire."
static
readonly string ICE.Creatures.EditorInfos.Info.FLASHLIGHT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION
static
Initial value:
= "Additional to the standard situations defined in the home and mission settings, you can teach your creature " +
"to interact with several other objects in your scene, such as the Player Character, other NPCs, static construction elements etc. The Interaction " +
"Settings provides you to design complex interaction scenarios with each object in your scene.\n\n" +
"To using the interaction system you have to add one or more Interactors. An Interactor represents another GameObject as potential Target for your " +
"creature and contains a set of conditions and instructions to define the desired behaviour during a meeting. By default interactors are neutral, " +
"they could be best friends or deadly enemies as well and basically interactors can be everything your creature has to interact with it, such as a " +
"football your creature has to play with it or a door, which it has to destroy.\n\n" +
"After adding a new interactor you will see primarily the familiar target settings as they will be used in the home and mission settings, but instead " +
"of the object field the interactor settings provides a popup to select the target game object. That’s because, interactors are normally OOIs (objects " +
"of interest), which could be also interesting for other objects of interest, such as the Player Character or other NPCs and therefore such objects " +
"have to be registered in the creature register to provide a quick access to relevant data during the runtime. So you have to use the popup to add " +
"the desired interactor.\n\n" +
"But the pivotal difference to the home and missions settings is, that you can define an arbitrary number of additional interaction rules, which " +
"allows you to overwrite the initial target related selection and position settings for each rule. By using this feature you could define a nearly " +
"endless number of conditions and behaviours for each imaginable situation, but in the majority of cases 3-5 additional rules will be absolutely " +
"sufficient to fulfil the desired requirements."
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR
static
Initial value:
= "An Interactor represents another GameObject as potential Target for your creature and contains a " +
"set of conditions and instructions to define the desired behaviour during a meeting. By default interactors are neutral, they could be best friends " +
"or deadly enemies as well and basically interactors can be everything your creature has to interact with it, such as a football your creature has to " +
"play with it or a door, which it has to destroy."
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_ADD_RULE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_ENABLED
static
Initial value:
= "The Interactor Enabled flag allows you to activate or deactivate the Interactor, without " +
"losing the data. As long as an Interactor is disabled, the creature will ignore it during the runtime. You could use this feature also by your own " +
"scripts to manipulate the gameplay."
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_RULE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_RULE_BLOCK
static
Initial value:
= "If 'Block Next Rule' is flaged the rule will still active until your creature have " +
"reached the given move-position. This feature allows you to define a move position outside of the respective Selection Range without influences of " +
"further Selection Ranges and behaviour changes. Please make sure, that all potential positions " +
"reachable for your creature, otherwise you will provoke a deadlock!"
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_RULE_TARGET = ""
static
readonly string ICE.Creatures.EditorInfos.Info.INTERACTION_INTERACTOR_TARGET
static
Initial value:
= "Interactors are mostly objects of interest, which will be normally interesting for other " +
"objects of interest as well, such as the Player Character or other NPCs and therefore such objects have to be registered in the creature register to " +
"provide a quick access to relevant data during the runtime. For this reason, you have to use the popup to select your desired interactor. If your " +
"desired interactor isn’t listed currently, switch to your creature register to add the interactor. Please note, that your interactor object doesn’t " +
"need additional scripts to be listed in the register, unless your interactor is a player character or a NPCs, which is not controlled by " +
"ICECreatureControl, in such a case you should add the ICECreatureResident Script to your interactor, which will handle the registration and " +
"deregistration procedures during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY
static
Initial value:
= "The Inventory represents a list of items your creature (but also other ICE objects) can have with it. You can " +
"define an empty list, your creature can fill during the runtime or you can also define default items, your creature can lose while looting by another creature " +
"or your player but also while distribute items (e.g. sow seed or deliver a newspaper or pizza etc.)"
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_DROP_RANGE = "Default radius around the creature detached items will be droped"
static
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_SLOT
static
Initial value:
= "A slot represents a repository for an item type. By default a slot and especially the deposited items are " +
"virtual constructs without existing GameObjects, in this case the given amount is just a theoretical value which represents imaginary items. But you can also " +
"specify a parent object by using the Slot Popup which represents the creatures’ hierarchy, so that your creature can use the defined parent as a real handle " +
"(e.g. hand, holster, chest holder etc.) and as long as the item amount is larger than zero the defined item will be represented as an instantiated object, " +
"assigned to the given handle and visible and detectable for other creatures. This allows you to equip or re-equip your creature during the runtime by using " +
"the inventory settings of the behaviour rules. "
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_SLOT_AMOUNT
static
Initial value:
= "Amount represents the current number of items. You can adjust the maximum number to restrict the " +
"capacity. "
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_SLOT_ITEM
static
Initial value:
= "Item represents the type of a stored object. Basically an item can be each GameObject or Prefab but in " +
"each case it must be listed as reference in the Creature Register and requires the ICECreatureItem script, if both is given the item will be listed in the Item " +
"Popup. Furthermore you can activate the EXCL Button, to mark the item as exclusive and reserved for the given slot. By default EXCL is deactivated and the slot " +
"is open for each kind of items. If you assign now an item to such an open slot the amount will automatically increase to 1 and the slot will be open again if " +
"the amount will reset to zero. By activate the exclusive flag the slot stays in each case reserved for the assigned item type independent of the amount. If the " +
"DOD Button is flagged all available items will be dropped in cases the inventory owner dies or its object will be destroyed."
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_SLOT_ITEM_DROP_RANGE = "Radius around the creature the detached item will be droped"
static
readonly string ICE.Creatures.EditorInfos.Info.INVENTORY_SLOTS
static
Initial value:
= "Slots represents repositories your creatures but also other ICE objects as well can use to store " +
"items. To adapt the desired slots just set the maximum number and increase or decrease the slider or press the RES Button to remove all slots."
readonly string ICE.Creatures.EditorInfos.Info.ITEM_NAME = ""
static
readonly string ICE.Creatures.EditorInfos.Info.LASER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.LOCATION_NAME = ""
static
readonly string ICE.Creatures.EditorInfos.Info.LOOK_INVISIBILITY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.LOOK_INVISIBILITY_TYPE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MELEE_WEAPON = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_ENABLED
static
Initial value:
= "The Enabled flag allows you to activate or deactivate the complete Mission, without losing the " +
"data. As long as a Mission is disabled, the creature will ignore them during the runtime. You could use this feature also by your own scripts to " +
"manipulate the gameplay."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_ESCORT
static
Initial value:
= "The Escort Mission means entertainment for your creature. It have to search and follow the leader " +
"wherever he is and goes! You could use this mission to specify a faithful and brave companion to your player or to any another NPC as well. " +
"You could also combine this mission with other Targets, such as the Patrol Mission, to use your creature as a guide which can show your player " +
"secret places."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_ESCORT_BEHAVIOUR = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_ESCORT_TARGET
static
Initial value:
= "The Leader object could be any reachable object in the scene. Adapt the distances so that your " +
"creature have enough space for his activities and don't blunder into a conflict with the leader moves. "
readonly string ICE.Creatures.EditorInfos.Info.MISSION_OUTPOST
static
Initial value:
= "The Outpost Mission is absolutely boring for any high motivated creature and as expected the " +
"job-description is really short: go home and wait for action! But you could enlarge the Random Positioning Range to give your creature a " +
"larger scope, add additional rules for LEISURE and RENDEZVOUS and your creature will spend its idle time with some leisure activities. " +
"Furthermore you could use the Pool Management of the Creature Register to generate some clones, so that your creature isn’t alone. On this " +
"way you could use the Outpost Mission to populate a village, to setup a camp with soldiers, some animals for a farm or a pack of wolves " +
"somewhere in a forest etc."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_OUTPOST_BEHAVIOR = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_OUTPOST_TARGET
static
Initial value:
= "The Outpost object could be any reachable object in the scene and btw. movable objects " +
"as well. Adapt the distances so that your creature feel comfortable, have sufficient space for his idle activities and don't blunder into " +
"a conflict with the object size."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL
static
Initial value:
= "The Patrol Mission represents a typical Waypoint Scenario and is - up to now - the most varied standard " +
"task for your creature, so the job-description is a little bit more comprehensive: Find out and TRAVEL to the nearest waypoint. If you are reach " +
"the Max. Range (Random Positioning Range + Stopping Distance) and it’s a transit-point, ignore LEISURE and RENDEZVOUS, find out the next waypoint " +
"accordind to the given path-type and start to PATROL. If it’s not a transit-point, follow the LEISURE rules until reaching the RENDEZVOUS position " +
"(TargetMovePosition + Stopping Distance) and execute the RENDEZVOUS instructions over the given period of time (Duration Of Stay). Afterwards find " +
"out the next waypoint accordind to the given path-type and start to PATROL. Repeat these instructions for each waypoint."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_ADD_WAYPOINT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_ADD_WAYPOINT_GROUP = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_CUSTOM_BEHAVIOUR
static
Initial value:
= "The ‘Use Custom Behaviour’ flag allows you to overwrite the default patrol behaviour " +
"rules for the selected waypoint. Activate the ‘Custom Behaviour’ flag to define your additional behaviour rules. Please note, that these rules will " +
"be used for the selected waypoint only."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_ORDER_TYPE
static
Initial value:
= "The Order Type defines the desired sequence in which your creature have to visit the single " +
"waypoints. Please consider, that your creature will always starts with the nearest waypoint, so if you want that it will start with a special one " +
"you should place it in the near. By default the cycle sequence is ordered in ascending order, activate the DESC button to change it to descending."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_TARGET = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_WAYPOINT
static
Initial value:
= "A Patrol Mission can basically have any number of waypoints. Each waypoint represents a separate " +
"target and will also be listed with all target features in the inspector. You can move each waypoint item within the list up or down to change the " +
"order or you can delete completely as well. Furthermore, you can activate and deactivate each single waypoint as desired, in such a case, your " +
"creature will skip deactivated waypoints to visit the next ones. "
readonly string ICE.Creatures.EditorInfos.Info.MISSION_PATROL_WAYPOINTS
static
Initial value:
= "To prepare a Patrol Mission you can add single waypoints, which could be any reachable objects " +
"in your scene, or you can add a complete waypoint group, which is a parent object with its children. By using this way, the children will be used as " +
"waypoints, while the parent will be ignored."
readonly string ICE.Creatures.EditorInfos.Info.MISSION_SCOUT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.MISSIONS = "Missions represents the standard duties your creature have to fulfil."
static
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL
static
Initial value:
= "ICECreatureControl works fine without additional Components and can handle a lot of situations " +
"autonomously, that’s particularly important if you need a large crowd of performance friendly supporting actors, but it will definitely not covering " +
"all potential situations and for such cases ICECreatureControl supports several Unity Components to enhance the functionality."
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_CHARACTER_CONTROLLER
static
Initial value:
= "In addition to the other listed controller types you can also use Unity’s CharacterController " +
"component to steering your creature."
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_CHARACTER_CONTROLLER_MISSING = "CharacterController component is missing, please assign this component to your creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_CUSTOM
static
Initial value:
= "While using CUSTOM motion control, ICECreatureControl will calculate the move positions but the final " +
"movement of your creature will be handled by an external component, such as A*Pathfinding. Please add the desired pathfinding or character controller " +
"component and the assiociated adapter to your creature. If there is no suitable adapter available please contact the developer for further information."
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_NAVMESHAGENT
static
Initial value:
= "The internal pathfinding technics are sufficient for open environments, such as natural " +
"terrains or large-scaled platforms, but less helpful for closed facilities, areas covered by buildings and/or constructions or walkable surfaces with " +
"numerous obstacles. For such environments you could activate the NavMeshAgent, so that your creature will using Unity’s Navigation Mesh. Activating " +
"‘Use NavMeshAgent’ will automatically add the required NavMeshAgent Component to your creature and handle the complete steering. The only things you " +
"have to do is to check and adjust the ‘Agent Size’, the desired ‘Obstacle Avoidance’ and ‘Path Finding’ settings. Needless to say, that the " +
"NavMeshAgent Component requires a valid Navigation Mesh."
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_NAVMESHAGENT_MISSING = "NavMeshAgent component is missing, please assign this component to your creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_RIGIDBODY
static
Initial value:
= "Basically, each moveable object in your scene should have a Rigidbody and especially if it " +
"has also a collider to detect collisions. Without Rigidbody Unity’s physics engine assumes that an object is static and static (immovable) objects " +
"should consequently not have collisions with other static (immovable) objects and therefore Unity will not testing collision between such supposed " +
"static objects, which means, that at least one of the colliding objects must have a Rigidbody additional to a collider, otherwise collisions will " +
"not detected. But no rule without exception and there are absolutely some cases your creature really doesn’t need a Rigidbody or even a Collider as " +
"well. \n\nApart from that is a Rigidbody more than a supporting element to detect collisions and you can use the physical attributes of the Rigidbody " +
"to affect the behaviour of your creature but please note, that the steering by forces is not implemented in the current version (coming soon) and " +
"using the physics with custom settings could yield funny results.\n\nFor a quick setup you can use the Preset Buttons. FULL (not implemented in the " +
"current version) will prepare Rigidbody and ICECreatureControl to control your creature in a physically realistic way. SEMI deactivates the gravity, " +
"enables the kinematic flag and allows position changes. OFF deactivates the gravity, checks the kinematic flag and restricts position changes. In " +
"all cases rotations around all axes should be blocked."
readonly string ICE.Creatures.EditorInfos.Info.MOTION_CONTROL_RIGIDBODY_MISSING = "Rigidbody component is missing, please assign this component to your creature!"
static
readonly string ICE.Creatures.EditorInfos.Info.MOVE
static
Initial value:
= "The spatial movements of your creature are basically just position changes from one point to " +
"another or rather from the current transform position of your creature to the given TargetMovePosition. The raw results are consequently " +
"straight-line paths between these two points, which are usually insufficient for realistic movements and so the control provides several " +
"options to optimize movements."
readonly string ICE.Creatures.EditorInfos.Info.MOVE_DEFAULT
static
Initial value:
= "The Default Move settings will be used for all standard situations and describes the " +
"manoeuvre form the current transform position to the TargetMovePosition."
readonly string ICE.Creatures.EditorInfos.Info.MOVE_IGNORE_LEVEL_DIFFERENCE
static
Initial value:
= "While Ignore Level Differences is flagged, the distance between your creature and the " +
"given MovePosition will measured without differences in height. By default, this option is ON because it covers the most cases and tolerates also " +
"roughly target position settings, but in some cases (e.g. levels or buildings with walkable surfaces on several elevations etc.) you will need " +
"also the differences of y-axis. "
readonly string ICE.Creatures.EditorInfos.Info.MOVE_LATERAL_VARIANCE
static
Initial value:
= "Use the Lateral Variance Multiplier to force a randomized sideward drift. The random value " +
"will be refreshed when the stopping distance at the end of a segment was reached."
readonly string ICE.Creatures.EditorInfos.Info.MOVE_SEGMENT_LENGTH
static
Initial value:
= "The final destination point is basically the given TargetMovePosition and as long as there " +
"are no obstacles or other influences, your creature will follow a straight-line path to reach this position. If Move Segment Length is not " +
"adjusted to zero, the linear path will subdivided in segments of the defined length and the outcome of this is a sub-ordinate MovePosition " +
"which can be used to modulate the path."
readonly string ICE.Creatures.EditorInfos.Info.MOVE_SEGMENT_VARIANCE
static
Initial value:
= "Use the Segment Variance Multiplier to randomize the Segment Length during the runtime. The " +
"length will be updated when the stopping distance at the end of a segment was reached."
readonly string ICE.Creatures.EditorInfos.Info.MOVE_STOPPING_DISTANCE
static
Initial value:
= "The Move Stopping Distance determined the minimum distance related to the actual MovePosition " +
"to complete the current move. If your creature is within this distance, the MovePosition was reached and the move is complete."
readonly string ICE.Creatures.EditorInfos.Info.ODOUR
static
Initial value:
= "Odour represents volatilized chemical compounds that other creature could perceive by their sense " +
"of olfaction."
readonly string ICE.Creatures.EditorInfos.Info.ODOUR_EFFECT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ODOUR_INTENSITY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ODOUR_MARKER = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ODOUR_MARKER_INTERVAL = ""
static
readonly string ICE.Creatures.EditorInfos.Info.ODOUR_RANGE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_DAMAGE_FORCE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_DAMAGE_METHOD = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_DAMAGE_VALUE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_PROJECTILE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_PROJECTILE_SCALE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_PROJECTILE_SPAWN_POINT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_AMMO_TYPE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_MUZZLE_FLASH = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_MUZZLE_FLASH_SCALE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_SHELL = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_SHELL_REFERENCE = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.RANGED_WEAPON_SHELL_SPAWNPOINT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_DISABLED
static
Initial value:
= "Sorry, it looks like that there is no active Creature " +
"Register in your Scene, do you want to activate it?"
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_MISSING
static
Initial value:
= "Sorry, it looks like that there is no active Creature " +
"Register in your Scene, do you want to add one?"
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS
static
Initial value:
= "Options contains several optional features which could be helpful to you to organize your project and to reach the " +
"desired goals without custom scripts, but in any case you are free to implement also your own solutions to handle these functions."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG = "Activate the Debug feature to show the Reference and SpawnPoint Gizmos."
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG_CLONES
static
Initial value:
= "Use the Clones settings to adapt the colour of the CLONE gizmos, " +
"also you can activate/deactivate TEXT to display or hide the description and use ENABLED to activate or deactivate the CLONE " +
"gizmos."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG_GIZMOS_MODE
static
Initial value:
= "While ‘Draw Selected Only’ is flagged the Gizmos will be only " +
"drawn when their GameObjects are selected."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG_PLAYERS = ""
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG_REFERENCES
static
Initial value:
= "Use the Reference settings to adapt the colour of the REFERENCE " +
"gizmos, also you can activate/deactivate TEXT to display or hide the description and use ENABLED to activate or deactivate " +
"the REFERENCE gizmos."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEBUG_SPAWNPOINTS
static
Initial value:
= "Use the SpawnPoints settings to adapt the colour of the SPAWNPOINT " +
"gizmos, also you can activate/deactivate TEXT to display or hide the description and use ENABLED to activate or deactivate " +
"the SPAWNPOINT gizmos."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DEFAULT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_DONTDESTROYONLOAD
static
Initial value:
= "While DontDestroyOnLoad is flagged the CreatureRegister will not be destroyed automatically when " +
"loading a new scene.\n\nWhen loading a new level all objects in the scene are destroyed, then the objects in the new level are loaded. In order to preserve an " +
"object during level loading call DontDestroyOnLoad on it. If the object is a component or game object then its entire transform hierarchy will not be destroyed " +
"either."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS
static
Initial value:
= "By using the Hierarchy Management the ICECreatureRegister makes sure that your scene stay clean and tidy " +
"during the runtime. While the Hierarchy Management is enabled all spawned Objects will be sorted according to the given structure. You are free to modify the given " +
"structure as desired to adapt it to your project. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_CREATURES
static
Initial value:
= "The Creatures node contains all GameObjects who using the ICECreatureControl script for their " +
"registration (see also ICECreatureControl)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_ITEMS
static
Initial value:
= "The Items node contains all GameObjects who using the ICECreatureItem script for their registration " +
"(see also ICECreatureItem)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_LOCATIONS
static
Initial value:
= "The Locations node contains all GameObjects who using the ICECreatureLocation script for their " +
"registration (see also ICECreatureLocation)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_MARKERS
static
Initial value:
= "The Markers node contains all GameObjects who using the ICECreatureMarker script for their registration " +
"(see also ICECreatureMarker)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_OTHER = "The Other node contains all other GameObjects without specific ICE scripts."
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_PLAYER
static
Initial value:
= "The Players node contains all GameObjects who using the ICECreaturePlayer script for their registration " +
"(see also ICECreaturePlayer)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_ROOT
static
Initial value:
= "By default the root node will be the CreatureRegister element but you can define also your own object " +
"or deactivate this node to arrange all groups to the top level of your scene hierarchy."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_TARGETS
static
Initial value:
= "The Targets node contains all GameObjects who using the ICECreatureTarget script for their registration " +
"(see also ICECreatureTarget)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_GROUPS_WAYPOINTS
static
Initial value:
= "The Waypoints node contains all GameObjects who using the ICECreatureWaypoint script for their " +
"registration (see also ICECreatureWaypoint)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_POOL_MANAGEMENT
static
Initial value:
= "By using the Pool Management the Register can handle the population of your creatures and all your other " +
"related objects such as locations, waypoints and items etc. as well. While UsePoolManagement is flagged you can activate the POOL functions for each reference " +
"object to define the desired spawn and respawn settings. The Pool Management is an optional feature, you are free to handle it also by your own scripts or " +
"third party products. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_POOL_MANAGEMENT_GROUND_CHECK
static
Initial value:
= "Use Ground Check to define how the ground level will be detected during a spawning " +
"process. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_POOL_MANAGEMENT_OBSTACLE_CHECK
static
Initial value:
= "Use Obstacle Check to define the obstacle layers which should be avoided during a " +
"spawning process. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_POOL_MANAGEMENT_WATER_CHECK
static
Initial value:
= "Use Water Check to define how the water areas will be detected during a spawning " +
"process. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_RANDOMSEED
static
Initial value:
= "Random Seed defines the seed for the random number generator." +
"The random number generator is not truly random but produces numbers in a preset sequence (the values in the sequence " +
"'jump' around the range in such a way that they appear random for most purposes)." +
"The point in the sequence where a particular run of pseudo-random values begins is selected using an integer called the " +
"seed value. The seed is normally set from some arbitrary value like the system clock before the random number functions are " +
"used. This prevents the same run of values from occurring each time a game is played and thus avoids predictable gameplay. " +
"However, it is sometimes useful to produce the same run of pseudo-random values on demand by setting the seed yourself."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_RANDOMSEED_CUSTOM
static
Initial value:
= "You might set your own seed to make sure that the same 'random'" +
"pattern is produced each time the game is played."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_OPTIONS_SCENE_MANAGEMENT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT
static
Initial value:
= "The ‘Reference Object’ represents the prototype and will be used as original for all runtime " +
"initialized clones. The ‘Reference Object’ should be a Prefab, to make sure that it will not be destroyed during the runtime but you are free to use " +
"also scene objects, but please consider that this could trigger a couple of problems if it got lost during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_GROUP
static
Initial value:
= "A ‘Reference Object Group’ represents a group of objects with the same characteristics, such " +
"as a specific species, an item class or a location etc. which should be used as potential target during the runtime. Basically a Reference Object Group " +
"based on a single reference object which will be used as original for all runtime initialized clones. Such a reference object could be each GameObject " +
"but the ICE framework provides several types of harmonised objects to increase the functionality and to optimize the interplay but also to simplify the " +
"usability."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_CUSTOM
static
Initial value:
= "By default the Hierarchy Group Node will be a child of the " +
"given reference node, but you can also define a custom GameObject as group node, in this case the instances will only initialized if " +
"the defined node is active and available inside your scene and they will be also hidden or removed if the custom group node will be " +
"deleted or deactivated. You can use this feature for your zone management to steering the visibility of initialized items, just by " +
"activate or deactivate or load or unload the custom group node."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_INFO
static
Initial value:
= "While using the GROUP option without a custom group object the register " +
"will use the default group."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_USE
static
Initial value:
= "Activate ‘Use Hierarchy Group’ to use an own group node for " +
"all spawned instances of the reference object."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE
static
Initial value:
= "To force a more natural scenario you can activate ‘Random Size’ " +
"to randomize the size of your initialized objects. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE_VARIANCE = "Use ‘Size Variance’ to define the minimum and maximum limits."
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SOFTRESPAWN
static
Initial value:
= "Activate ‘Soft Respawn’ to reuse already initialized objects " +
"during the runtime. If ‘Soft Respawn’ is flagged already initialized but unused objects will be reset and reused without destroying " +
"and creating new instances. "
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_CONDITIONS = "TODO "
static
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_CONDITIONS_MAIN_CAMERA_DISTANCE
static
Initial value:
= "Main Camera Distances defines the required minimum " +
"and maximum distances in relation of the viewing direction of the current main camera, so positive values represents the distance within the given field " +
"of view, while negative values defines the distance within invisible areas behind the camera."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_INTERVAL
static
Initial value:
= "Adapt the ‘Spawn Interval’ values to define the minimum and maximum range in " +
"seconds in which the objects should be spawn."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_MAX
static
Initial value:
= "Adapt 'Max. Spawn Objects’ to defines the maximum number of objects which should be " +
"spawn during the runtime. Activate ‘INITIAL’ to spawn all objects on start, otherwise they will spawn according to the given spawn interval."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_PRIORITY
static
Initial value:
= "If INITIAL is flagged you can adjust the ‘Spawn Priority’ to specify in which " +
"order the given reference groups should spawn their clones. This could be important to make sure that locations and waypoints are already exists before " +
"spawning your creatures."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT
static
Initial value:
= "SpawnPoint defines the centre of the spawn area, which could be adapt by " +
"modifying the Random Range values. By default your creatures will using its HOME location as spawn point, but basically a SpawnPoint could also " +
"be each static or movable GameObject (e.g. a static building or your player as well)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT_LEVEL
static
Initial value:
= "LevelDifference defines the maximum altitude difference between " +
"the centre position and all potential spawn points within the given Random Range. Centre Position (y) + Level Difference will be the origin " +
"of the ray to detect the correct ground level, so LevelDifference will be only visible if the GroundCheckType is adjusted to RAYCAST.\n\n" +
"Tip: If a spawn point is within a covered area, with one or more level, such as a cave or another closed room, the level difference should be lower " +
"than the height of the room, otherwise it could be that the object will be spawn on the wrong level."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT_LEVEL_OFFSET
static
Initial value:
= "Level Offset defines an addtional vertical offset which will be used for" +
"the spawning process."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT_RANGE
static
Initial value:
= "RandomRange could be used to define a minimum and maximum radius around " +
"the given spawn point to modifify the final spawn area. If both RandomRange values (minimum/maximum) are adjusted to zero the spawn position will " +
"be the transform position of the given spawn point."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT_RECT
static
Initial value:
= "Random Rect could be used to define a rectable area around " +
"the given spawn point to modifify the final spawn area."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINT_REFERENCE
static
Initial value:
= "SpawnPoint defines the centre of the spawn area, which could be adapt by " +
"modifying the Random Range values. By default your creatures will using its HOME location as spawn point, but basically a SpawnPoint could also " +
"be each static or movable GameObject (e.g. a static building or your player as well)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINTS
static
Initial value:
= "SpawnPoint defines the centre of the spawn area, which could be adapt by " +
"modifying the Random Range values. By default your creatures will using its HOME location as spawn point, but basically a SpawnPoint could also " +
"be each static or movable GameObject (e.g. a static building or your player as well)."
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECTS
static
Initial value:
= "Reference Objects represents a list with all different types of GameObjects " +
"your creatures should interact with it during the runtime (e.g. your Player, other creatures and NPCs, locations and waypoints, loot " +
"items etc.). In Editor Mode this list provides a Popup with all object names while using the target access by name, also you can use the " +
"internal pool management of the register to adapt the spawning and population management. During the runtime the list contains all spawned " +
"objects, provides a quick and performance friendly access to the superior groups and also to each single element, handles the population " +
"management and the communication between groups and objects. Therefore you should add at least one reference object of each GameObject " +
"which you want to use as potential target or interaction object. Basically you can add each desired GameObject (scene objects or prefabs) " +
"as a reference, which will be listed also as potential target in the selection popup while using the target access by name but please " +
"consider that all objects have to handle their registration and deregistration during the runtime alone, otherwise it could be that a target " +
"will not detect correctly and your creatures will ignore it. ICE provides several target scripts (e.g. Player, Location, Waypoints, Marker " +
"and Items etc.) to handle these registration procedures and you should classify all unknown objects by assigning one of these scripts to your " +
"object according to its function (Tip: you can use the 'C' buttons to add or remove the desired script)"
readonly string ICE.Creatures.EditorInfos.Info.REGISTER_REFERENCE_OBJECTS_ADD
static
Initial value:
= "Use ‘Add Reference Object’ to add a new reference object to the register. Each " +
"Reference Object represents a group of objects with the same characteristics, such as a specific species or item classes etc."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA
static
Initial value:
= "Sensoria represents the perceptive capabilities of your creatures. If you activate this " +
"feature your creature can use its senses to explore its surrounding environment or rather to detect relevant targets. Please note, " +
"if Sensoria is disabled, the Sensoria features of the Target Selection Criteria will be disabled as well."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES
static
Initial value:
= "Sensoria attributes represents the general perceptive capabilities of your creatures. By default all values are " +
"adjusted to 100 % but you can adapt the values manual to restrict specific senses. Also you can adjust the multiplier to restrict senses dynamically during " +
"the runtime."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES_AUDITORY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES_GUSTATORY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES_OLFACTORY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES_TACTILE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_ATTRIBUTES_VISUAL = ""
static
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_FOV
static
Initial value:
= "The Field Of View represents the maximum horizontal angle your creature can sense the surrounding environment. " +
"By default this value is adjusted to zero, which suspends the FOV restrictions and allows sensing in 360 degrees, alternative you could set the " +
"value also directly to 360 degrees, this will have the same effect except that the FOV still active and you can see the FOV gizmos. Please note, " +
"that the FOV settings will not automatically use to sense (select) a target. You have to activate the FOV flag of the Target Selection Criteria " +
"to use this feature. That’s because to provide more flexibility."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_FOV_VISUAL_HORIZONTAL_OFFSET
static
Initial value:
= "While the Visual Sensor Position defines an exact point as origin of the visual field, " +
"the Visual Horizontal Offset defines the radius of an additional circular range around this point, to relocate the origin out of a critical range and to " +
"avoid conflicts with additional child objects or rather their colliders (e.g. helmet or other additional outfits), which could mask or interfere the visual " +
"field."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_FOV_VISUAL_OFFSET
static
Initial value:
= "The Visual Sensor Position defines the origin of the visual field or with other word the eye " +
"position. You can define a fixed offset position (relating to your creatures transform position) or you could activate the DYN button to use the local " +
"position of a subordinated transform (e.g. head or eyes). In this cases the Visual Sensor Position will be bounded to the specified transform and will " +
"follow all movements automatically."
readonly string ICE.Creatures.EditorInfos.Info.SENSORIA_FOV_VISUAL_RANGE
static
Initial value:
= "Visual Range defines the maximum sighting distance of your creature. By adjusting this value to zero, " +
"the sighting distance will be infinite."
readonly string ICE.Creatures.EditorInfos.Info.STATUS
static
Initial value:
= "Status represents the mental and physical fitness of your creature, based on several settings, measurements and dynamic " +
"values which will affect the durability and the behaviour of your creature during the runtime as well. You can use this component section to adapt species-typical " +
"characteristics, such as the sense and reaction time, maximum age etc. \n\nDependent to your needs and requirements ICECreatureControl provides you a Basic and an " +
"Advanced Status. The Basic Status contains the essential elements your creature will need for a basic life-cycle, any damage will directly affect the health and " +
"with it the durability and your creature will die as soon as its durability is exhausted. This procedure is similar to the ‘hit point’ concept but you can expand " +
"this functionality by activating the Advanced Status, which provides you an extensive Status System to picture the characteristics of a realistic life-form.\n\nWhile " +
"using the Advanced Status the mental and physical fitness based primarily on three dynamic attributes (health, stamina and power) which in turn consists of further " +
"detail settings (e.g. age, armor, aggressivity etc.) and several sets of indicators, multipliers and random variances for tuning the final influence. \n\n" +
"Please note that all these settings are optional."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_ADVANCED
static
Initial value:
= "Dependent to the desired complexity and the given requirements, ICECreatureControl provides you " +
"additional to the Basic Settings an enhanced Status System. While using the Basic Status, the fitness of your creature will be always identical " +
"with the health value and finally just the antipode of damage – increasing the damage will directly reduce the health and consequently the " +
"Fitness as well. By using the Advanced Status the procedure to evaluate the Fitness is affected by several different initial values, indicators, " +
"multipliers and random variances."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_AGING
static
Initial value:
= "The ‘Use Aging’ flag activates the aging process, which will limited the life-cycle of your creature and " +
"will have additional influence to the Fitness as well. Please note, that a limited life-cycle consequently means that your creature will die at the " +
"end of the cycle. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_AGING_AGE
static
Initial value:
= "Current Age represents the age of your creature at runtime. You can adjust this value to define an " +
"initial age or you can modify the value also during the runtime. Please note, that the effective time data are in seconds, the use of minutes is " +
"for the editor mask only."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_AGING_MAXAGE
static
Initial value:
= "Maximum Age defines the maximum length of the life-cycle and consequently the time of death as well. " +
"Please note, that the effective time data are in seconds, the use of minutes is for the editor mask only."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_ARMOR
static
Initial value:
= "The ‘Use Armour’ flag activates the Armour of your creature. Armour works as a buffer by absorbing incoming " +
"damage values. As long as the armour value is larger zero the damage value will remain unaffected."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_ARMOR_IN_PERCENT
static
Initial value:
= "Armour defines the initial armour value in percent and represents the armour during the runtime as " +
"well. You can adapt this value to customize the initial armour."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_BASICS
static
Initial value:
= "The Basics Status contains the essential elements your creature will need for a basic life-cycle, " +
"which allows your creature to sense and react, to receive damage and to recreate, to die and also to respawn. You can activate the Advanced " +
"Status Settings to use the extensive Status System."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_CHARACTER_DEFAULT_AGGRESSITY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_CHARACTER_DEFAULT_ANXIETY = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_CHARACTER_DEFAULT_EXPERIENCE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_CHARACTER_DEFAULT_NOSINESS = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_CHARACTER_INDICATORS = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_DAMAGE_IN_PERCENT
static
Initial value:
= "The Damage attribute represents the effective damage level of your creature in percent. " +
"Depending on the associated multiplier the value will affect default indicators. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_DAMAGE_TRANSFER_MULTIPLIER
static
Initial value:
= "Typically a creature should be the highest entity within its transform hierarchy, but it could " +
"be that your creature needs to be a child of another object (e.g. horse and horseman) and in such cases both creatures would have their own independent " +
"status which is mostly suitable but you could also want to merge two or more creature to a single individual (e.g. an alien, monster or zombie with one " +
"or more agile abscesses etc.) and in such cases, if the child creature should be a fixed part of the main body, you could enable the Damage Transfer " +
"Multiplier to forward received damages from the child to the main entity according to the specified multiplier value."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_DEBILITY_IN_PERCENT
static
Initial value:
= "The Debility attribute represents the effective debility level of your creature in percent. " +
"Depending on the associated multiplier the value will affect default indicators. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_DYNAMIC_INFLUENCES = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_FEEDTYPE
static
Initial value:
= "" +
"Herbivores are animals which only eat plant material. This means leaves, flowers, fruits or even wood. Sheep, horses, rabbits and " +
"snails are well known examples of herbivores which eat grass and leaves. A parrot, however, which eats fruits and nuts can also be " +
"called a herbivore" +
"Omnivores eat both plants and meat. Chickens are omnivores. They eat seeds, but they can also eat worms. human beings are also omnivores, " +
"although some people choose not to eat meat. These people are called vegetarians." +
"Carnivores eat meat. A carnivore is a predator because it has to find and catch its prey. Some carnivores, such as wolves, hunt in a " +
"group called a pack. They move silently and slowly to form a circle around their prey before they attack."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_FEEDTYPE_CANNIBAL = "If 'Cannibal' is flagged Omnivores and Carnivores will be hunt, attack and eat its own species"
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_FITNESS_RECREATION_LIMIT
static
Initial value:
= "The Recreation Limit defines the fitness threshold value at which your creature " +
"will return automatically to its home location to recreate its fitness. If this value is adjusted to zero, the Recreation Limit will ignored, " +
"otherwise the home target will be handled with the highest priority in cases the value goes below to the limit."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_GENDER
static
Initial value:
= "Gender defines the biological characteristics of your creature and in this context also the social and/or " +
"cultural role of the character."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_HUNGER_IN_PERCENT
static
Initial value:
= "The Hunger attribute represents the effective hunger level of your creature in percent. " +
"Depending on the associated multiplier the value will affect default indicators. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INDOOR
static
Initial value:
= "While using ‘Use Indoor’ your creature will be protected against environment influences (e.g. rain, storm, " +
"low temperatures etc.) or attacks while enter a safe area which you can define by a tagged trigger. If your creature enter such a trigger the IsIndoor " +
"flag will be true and will reset to false again in cases it leaves such areas."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INDOOR_TAG = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCE = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCE_INDICATORS
static
Initial value:
= "Influence Indicators represents all status attributes which can be affected by direct " +
"influences, based on internal activities or external forces as well. You can modify this Indicators to customize initial values or to test the " +
"status settings. By default all this indicators are adjusted to zero."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES
static
Initial value:
= "Influences defines the impact of a triggering event to your creature. These impacts could " +
"be positive for your creature, such as a recreation processes by reducing the damage while your creature is sleeping or eating, or " +
"negative through increasing the damage or stress values while your creature is fighting. Impacts will be directly affect the status " +
"values of your creature and consequently also the selection criteria for a target or interactor. While a triggering event is active and the " +
"interval is adjusted to zero, the influences will refresh the status values during the framerate-independent update cycle of FixedUpdate " +
"(default 0.02 secs.), so please make sure that your defined impact values suitable to the short time-span or adjust the interval value, " +
"otherwise your creature will not acting as expected (e.g. die in seconds or will not select the expected target etc.)"
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_AGGRESSIVITY
static
Initial value:
= "Aggressivity specifies the impact to the aggressivity status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_ANXIETY
static
Initial value:
= "Anxiety specifies the impact to the anxiety status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_DAMAGE
static
Initial value:
= "Damage specifies the impact to the damage status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_DEBILITY
static
Initial value:
= "Debility specifies the impact to the debility status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_EXPERIENCE
static
Initial value:
= "Experience specifies the impact to the experience status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_HUNGER
static
Initial value:
= "Hunger specifies the impact to the hunger status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_INTERVAL
static
Initial value:
= "Interval defines the time delay in seconds between two influence calls. By default this value " +
"is adjusted to zero, which means that an influence call will affect your creature in each framerate-independent update cycle of FixedUpdate (default 0.02 secs. .), " +
"so please make sure, that your defined impact values are suitable to this short time-span or increase the interval value, otherwise your " +
"creature could die immediately."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_NOSINESS
static
Initial value:
= "Nosiness specifies the impact to the nosiness status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_STRESS
static
Initial value:
= "Stress specifies the impact to the stress status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_INFLUENCES_THIRST
static
Initial value:
= "Thirst specifies the impact to the thirst status attribute and depending on the associated " +
"multiplier to the default indicators as well."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_MEMORY
static
Initial value:
= "The Memory represents different kind of memorizations your creature can use to remember e.g. specific situations, " +
"other creatures or locations but also your player. This feature is currently under construction and will be full available in one of the next versions."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_MEMORY_LONG = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_MEMORY_SHORT = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_MEMORY_SPATIAL = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_PERCEPTION_TIME
static
Initial value:
= "Perception Time defines the necessary time to sense a situation, which in particular means, " +
"the interval in which your creature will sense the surrounding environment to detect potential interactor objects."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_PERCEPTION_TIME_MULTIPLIER
static
Initial value:
= "The Fitness Multiplier defines the influence ratio of the fitness value on the " +
"associated interval."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_PERCEPTION_TIME_VARIANCE
static
Initial value:
= "The Variance Multiplier defines the threshold variance value, which will be used to " +
"randomize the associated interval during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_REACTION_TIME
static
Initial value:
= "Reaction Time defines the necessary time to identify a situation, which in particular means, " +
"the interval in which your creature will decide the kind of reaction and start the action through selection and activation of the most relevant " +
"target and the related behaviour."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_REACTION_TIME_MULTIPLIER
static
Initial value:
= "The Fitness Multiplier defines the influence ratio of the fitness value on the " +
"associated interval."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_REACTION_TIME_VARIANCE
static
Initial value:
= "The Variance Multiplier defines the threshold variance value, which will be used to " +
"randomize the associated interval during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_RECOVERY_PHASE
static
Initial value:
= "Recovery Phase defines a warm-up period in seconds after the spawning process in which the creature " +
"will be completely defenceless while running its respawn behaviour without any target. You can adjust this value to provide your player to " +
"detect a new spawned creature at the right time, otherwise it could be that a spawned creature appear from nowhere and will start its attack " +
"without any heads-up."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_REMOVING_DELAY
static
Initial value:
= "Removing Delay defines the delay time in seconds until a deceased creature will be added to the " +
"respawn queue. Within this time-span the creature will be visible in the scene and can be used for loot activities. While ‘Use Corpse’ is active the " +
"Removing Delay will also affect the spawning process of the corpse, therefore you should adjust this value to zero or you can adapt it to the dead " +
"animation length to use a defined dead animation before spawning the corpse."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_REMOVING_DELAY_VARIANCE
static
Initial value:
= "The Variance Multiplier defines the threshold variance value, which will be used to " +
"randomize the associated delay time during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_SHELTER
static
Initial value:
= "While using ‘Use Shelter’ your creature will be protected against environment influences (e.g. rain, storm, " +
"low temperatures etc.) or attacks while enter a safe area which you can define by a tagged trigger. If your creature enter such a trigger the IsSheltered " +
"flag will be true and will reset to false again in cases it leaves such areas."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_SHELTER_TAG = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_STRESS_IN_PERCENT
static
Initial value:
= "The Stress attribute represents the effective stress level of your creature in percent. " +
"Depending on the associated multiplier the value will affect default indicators. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_TEMPERATURE
static
Initial value:
= "The ‘Use Temperature’ flag activates the thermal sensation of your creature, which will have additional " +
"influence to the fitness and finally to the behaviour as well. While ‘Use Temperature’ is active, your creature will receive and evaluate temperature " +
"values based on the environment data of the creature register, which you can easiest combine with your own scripts, third party products or external " +
"data sources. You can find the ICECreatureUniStormAdapter attached to your ICECreatureControl package (please note, that this adapter requires a " +
"valid licence of UniStorm)"
readonly string ICE.Creatures.EditorInfos.Info.STATUS_TEMPERATURE_BEST = "Comfort Temperature defines the ideal temperature value for your creature."
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_TEMPERATURE_CURRENT
static
Initial value:
= "Temperature represents the current environment temperature, which your creature receives via " +
"the environment data of the creature register. This editor field is for testing only, the value will overwrite during the runtime."
readonly string ICE.Creatures.EditorInfos.Info.STATUS_TEMPERATURE_SCALE = "Temperature Scale defines the desired measuring unit FAHRENHEIT or CELSIUS in degrees"
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_TEMPERATURE_SCOPE = "The Temperature Scope defines the lowest and highest environment temperature values your creature can survive."
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_THIRST_IN_PERCENT
static
Initial value:
= "The Thirst attribute represents the effective hunger level of your creature in percent. " +
"Depending on the associated multiplier the value will affect default indicators. "
readonly string ICE.Creatures.EditorInfos.Info.STATUS_VITAL_INDICATOR_HEALTH = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_VITAL_INDICATOR_POWER = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_VITAL_INDICATOR_STAMINA = ""
static
readonly string ICE.Creatures.EditorInfos.Info.STATUS_VITAL_INDICATORS
static
Initial value:
= "Vital Indicators represents calculated status attributes which will be indirect affected " +
"by the influence indicators and the associated multipliers. By default the reference values are adjusted to 100, but you can modify this values " +
"as desired to adapt the indicators to your existing environment. The calculated result will be expressed in percent."
readonly string ICE.Creatures.EditorInfos.Info.TARGET = ""
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_BEHAVIOUR
static
Initial value:
= "Whenever your creature select a target it needs to know how to react to the target or rather how to handle the changed situation. " +
"A typical example would be to set a RUN behaviour so your creature will try to reach the Target Move Position of the target. That’s absolutely suitable as long as the target is " +
"moving or if your creature is using a dynamic position around the target (see Random Positioning Range) or basically as long as your creature will hunting but never reach the " +
"given Target Move Position, because in cases the creature reaches the target a RUN behaviour could force your creature to spinning around the target. To avoid such a " +
"misbehaviour you can enable the advanced option (ADV button) to define a suitable Rendezvous Behaviour for cases your creature will reach the Target Move Position or rather " +
"the given Stopping Distance."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_BEHAVIOUR_RENDEZVOUS = "Advanced action behaviour, which will be used when the creature have reached the specified Stopping Distance."
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_BEHAVIOUR_STANDARD = "Standard action behaviour, which will be used when the target becomes active outside of the specified Stopping Distance."
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_EVENT
static
Initial value:
= "Target Events allows your creature to send messages to the GameObject of an active target. You could use this feature for example to call " +
"a damage handler or to activate specific functions (e.g. open a door etc.). To use the Target Events enable this feature and ADD your desired events."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_GROUP_MESSAGE
static
Initial value:
= "The Target Group Message is a new feature which allows your creature to communicate with other creatures in its " +
"group."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_GROUP_MESSAGE_COMMAND = ""
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_INFLUENCES
static
Initial value:
= "The Target Inluences enables to adapt influences if the target is active (e.g. your prey creature have detected a predator target and therefore " +
"its stress level goes up)"
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS
static
Initial value:
= "Your creature always try to reach the TargetMovePosition of the given target " +
"object. By default the Target Move Position will be the transform position of a target, but in the majority of cases the transform " +
"position will be suboptimal or simply non-practical as access point and therefore the Target Move Specifications provides several " +
"settings to adapt the TargetMovePosition as desired and allows you to define a fixed point related to the target or a dynamic and " +
"randomized position as well."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_IGNORE_LEVEL_DIFFERENCE
static
Initial value:
= "While Ignore Level Differences is flagged, the distance between your creature and the selected target will " +
"measured without differences in height. By default, this option is ON because it covers the most cases and tolerates also roughly target position settings, but in some cases (e.g. levels or " +
"buildings with walkable surfaces on several elevations etc.) you will need also the differences of y-axis. "
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET
static
Initial value:
= "The Offset values specifies a local position related to the transform position of " +
"the target. The offset settings are optional and allows you to adapt the target position if the original transform position of an object is not " +
"reachable or in another way suboptimal or not usable. The TargetOffsetPosition contains the world coordinates of the local offset, which will " +
"used as centre for the randomized positioning and finally as TargetMovePosition as well."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_ANGLE
static
Initial value:
= "Additional to adapt the offset position by enter the coordinates, you can use distance and angle to define the " +
"desired position. Angle defines the offset angle related to the transform position of the target. Zero (or 360) degrees defines a position in front of " +
"the target, 180 degrees consequently a position behind it etc."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_DISTANCE
static
Initial value:
= "Additional to adapt the offset position by enter the coordinates, you can use distance and angle to define the " +
"desired position. Distance defines the offset distance related to the transform position of the target."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE
static
Initial value:
= "While using a random position you can define the update conditions. Update On Active will refresh the " +
"position whenever the target becomes active.\n" +
"While using a random position you can define the update conditions. Update On Reached will refresh the " +
"position whenever the creature has reached the given TargetMovePosition.\n" +
"While using a random position you can define the update conditions. Update On Timer will refresh the position " +
"according to the defined interval."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_ACTIVATE
static
Initial value:
= "While using a random position you can define the update conditions. Update On Active will refresh the " +
"position whenever the target becomes active."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_REACHED
static
Initial value:
= "While using a random position you can define the update conditions. Update On Reached will refresh the " +
"position whenever the creature has reached the given TargetMovePosition."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_OFFSET_UPDATE_TIMER
static
Initial value:
= "While using a random position you can define the update conditions. Update On Timer will refresh the position " +
"according to the defined interval."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_RANDOM_RANGE
static
Initial value:
= "Random Positioning Range specifies the radius of a circular area around the TargetOffsetPosition to provide a " +
"randomized positioning. The combination of TargetOffsetPosition and Random Range produced the TargetMovePosition as the final target position, which will used for all target " +
"related moves. While using a random position you can define the update conditions to reposition the TargetMovePosition during the runtime. Please note, that you can also combine two " +
"or all conditions as well."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_SMOOTHING
static
Initial value:
= "The Smoothing Multiplier affects step-size and update speed of the TargetMovePosition. " +
"If Smoothing is adjusted to zero the TargetMovePosition will relocated directly during an update, if Smoothing is adjusted to one the " +
"TargetMovePosition will changed extremely slow and soft."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_MOVE_SPECIFICATIONS_STOP_DISTANCE
static
Initial value:
= "The Target Stopping Distance defines the minimum distance related to the TargetMovePosition " +
"to complete the current move. If your creature is within this distance, the TargetMovePosition was reached and the move is complete (that’s the precondition to " +
"run a RENDEZVOUS behaviour)."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_OBJECT
static
Initial value:
= "Targets represents potential destinations and interaction objects and contains as fundamental elements " +
"all relevant information about motion and behaviour of your creature. Please note that the behaviour of your creature is target-driven, therefore " +
"it is fundamental that your creature have at least one reachable target.A Target Object can be each static or movable GameObject in your scene or " +
"a Prefab as well. The only requirement is here that the given position should be reachable for your creature and please consider also the typical " +
"characteristics of scene objects and prefabs (e.g. nested prefabs etc.)"
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA
static
Initial value:
= "Your creature could have several targets at the same time in such cases it can use a set of selection criteria to " +
"evaluate the most suitable target related to the given situation. Here you can define the priority and relevance of a target."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_ADVANCED
static
Initial value:
= "The advanced Target Selection Criteria provide you to define multiple selectors with customized " +
"conditions"
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_ANGLE
static
Initial value:
= "While the Field Of View defines the view angle of the creature, the Selection Angle deals with a " +
"notional view angle of the target, in which the creature must be inside to fulfil the condition. To adjust this angle to zero will have the same effect as " +
"an adjustment of 360 degrees, in both cases the selection angle will be ignored and the condition will be true."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_BREAK_TIMER
static
Initial value:
= "The Break Time defines the minimum time-span in which an inactive target have to pause before " +
"it can be activated again. The Break Time is helpful to avoid unwanted change cycles, caused by changeable and/or unsteady conditions, which squeezes the creature " +
"to swap quickly between two or more targets."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_DELAY_TIMER = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_HOME
static
Initial value:
= "* Please consider, the HOME target should normally have the lowest priority, because it should be rather a " +
"side show than the main event, a secluded place where your creature can spawn or become modified invisible to the player."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_OPTIONS
static
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_PRIORITY
static
Initial value:
= "In cases that your creature will have several valid targets at the same time, the priority " +
"determines the relevance of the targets and the creature will select the target with the highest priority. If there are two or more valid targets with the " +
"same priority, the creature will select the nearest one and in case of standoff gaps the active target will be selected by chance."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_RANGE
static
Initial value:
= "The Selection Range defines the maximum distance in which the creature could detect the target. " +
"If the Selection Range is adjusted to zero, the Selection Range will be ignored and the condition will be always true."
readonly string ICE.Creatures.EditorInfos.Info.TARGET_SELECTION_CRITERIA_RETAINING_TIMER
static
Initial value:
= "The Retaining Time defines the time-span in which an active target will stay selected " +
"even if the given selection scenario failed. The Retaining Time will be helpful to avoid flickering target changes, caused by changeable and/or unsteady " +
"conditions, which squeezes the creature to swap quickly between two or more targets. Aside from that, a small coasting also refines the realistic behaviour of " +
"the creature, because a real creature needs time to evaluate situations and to correct its course of motions as well."
readonly string ICE.Creatures.EditorInfos.Info.TURRET = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.TURRET_PIVOT_AXIS_PITCH = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.TURRET_PIVOT_AXIS_YAW = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.TURRET_PIVOT_POINT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.TURRET_SCAN_RANGE = "TODO"
static
new string ICE.Creatures.EditorInfos.Info.Version = "1.3.2"
static
readonly string ICE.Creatures.EditorInfos.Info.WEAPON = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.WEAPON_IMPACT = "TODO"
static
readonly string ICE.Creatures.EditorInfos.Info.WIZARD = ""
static

The documentation for this class was generated from the following file: