ICECreatureControl  1.3.2
Public Member Functions | Properties | List of all members
ICE.Creatures.ICECreatureControl Class Reference

ICE creature control. More...

Inheritance diagram for ICE.Creatures.ICECreatureControl:
Inheritance graph
Collaboration diagram for ICE.Creatures.ICECreatureControl:
Collaboration graph

Public Member Functions

override bool GetDynamicBooleanValue (DynamicBooleanValueType _type)
 
override int GetDynamicIntegerValue (DynamicIntegerValueType _type)
 
override float GetDynamicFloatValue (DynamicFloatValueType _type)
 
override void UpdateBegin ()
 Update begins. More...
 
override void ReactComplete ()
 Handles all sensory perception of your creature. More...
 
override void MoveComplete ()
 Handles all movements of your creature. More...
 
override void UpdateComplete ()
 Update complete. More...
 
override void FixedUpdateBegin ()
 FixedUpdate begin. More...
 
override void FixedUpdateComplete ()
 FixedUpdate complete. More...
 
- Public Member Functions inherited from ICE.Creatures.ICECreatureCharacter
delegate void OnCustomAnimationEvent ()
 
delegate void OnCustomAnimationUpdateEvent ()
 
delegate void OnBehaviourModeChangedEvent (GameObject _sender, BehaviourModeObject _new_mode, BehaviourModeObject _last_mode)
 
delegate void OnBehaviourModeRuleChangedEvent (GameObject _sender, BehaviourModeRuleObject _new_rule, BehaviourModeRuleObject _last_rule)
 
virtual void DoCustomAnimation ()
 
virtual void DoCustomAnimationUpdate ()
 
virtual void DoBehaviourModeChanged (GameObject _sender, BehaviourModeObject _new_mode, BehaviourModeObject _last_mode)
 
virtual void DoBehaviourModeRuleChanged (GameObject _sender, BehaviourModeRuleObject _new_rule, BehaviourModeRuleObject _last_rule)
 
override void Awake ()
 
override void Start ()
 
override void OnEnable ()
 
override void OnDisable ()
 
override void Update ()
 
override void LateUpdate ()
 
override void FixedUpdate ()
 
override void OnCollisionEnter (Collision _collision)
 
override void OnCollisionStay (Collision _collision)
 
override void OnCollisionExit (Collision _collision)
 
override void OnTriggerEnter (Collider _collider)
 
override void OnTriggerStay (Collider _collider)
 
override void OnTriggerExit (Collider _collider)
 
override void OnControllerColliderHit (ControllerColliderHit hit)
 
override void ApplyDamage (float _damage)
 Applies damage is the standard method to apply damage to the creature ... More...
 
virtual void ApplyHunger (float _value)
 
virtual void ApplyThirst (float _value)
 
virtual void ApplyDebility (float _value)
 
virtual void ApplyStress (float _value)
 
virtual void ApplyAggressivity (float _value)
 
virtual void ApplyAnxiety (float _value)
 
virtual void ApplyExperience (float _value)
 
virtual void ApplyNosiness (float _value)
 
virtual void ApplyInfluence (InfluenceDataObject _influence, Vector3 influence_direction, Vector3 _attacker_position, Transform _attacker, float _force=0)
 
void TriggerBehaviourRuleAudio ()
 
virtual void React ()
 
override void Reset ()
 
virtual void Move ()
 
- Public Member Functions inherited from ICE.Creatures.ICECreatureEntity
void AddTarget (ICECreatureEntity _entity)
 
void RemoveTarget (ICECreatureEntity _entity)
 
bool TargetExists (ICECreatureEntity _entity)
 
bool CompareTarget (ICECreatureEntity _entity_1, ICECreatureEntity _entity_2)
 
override void Awake ()
 Awake this instance and runs the registration process. If you override this method please make sure to call base.Register or register the target by your own code. More...
 
override void OnEnable ()
 
override void OnDisable ()
 
override void OnDestroy ()
 Raises the destroy event and runs the deregistration process. If you override this method please make sure to call base.Deregister or deregister the target by your own code. More...
 
override void Update ()
 
override void LateUpdate ()
 
bool IsInZone (string _name)
 
void EnterZone (string _name)
 
void ExitZone (string _name)
 
override void OnTriggerEnter (Collider _collider)
 
override void OnTriggerStay (Collider _collider)
 
override void OnTriggerExit (Collider _collider)
 

Properties

string BehaviourModeKey [get, set]
 
float StatusDamageInPercent [get]
 
float StatusStressInPercent [get]
 
float StatusDebilityInPercent [get]
 
float StatusThirstInPercent [get]
 
float StatusHungerInPercent [get]
 
float StatusAddDamage [set]
 
float StatusAddStress [set]
 
float StatusAddDebility [set]
 
float StatusAddHunger [set]
 
float StatusAddThirst [set]
 
float StatusAddAggressivity [set]
 
float StatusAddAnxiety [set]
 
float StatusAddExperience [set]
 
float StatusAddNosiness [set]
 
float StatusAggressivityInPercent [get]
 
float StatusAnxietyInPercent [get]
 
float StatusExperienceInPercent [get]
 
float StatusNosinessInPercent [get]
 
override float Age [get]
 Gets the age or 0 if aging is not active More...
 
override bool IsDestroyed [get]
 Gets a value indicating whether this instance is destroyed. More...
 
float StatusAge [get, set]
 
float StatusLifespanInPercent [get]
 
float StatusFitnessInPercent [get]
 
float StatusArmorInPercent [get]
 
float StatusHealthInPercent [get]
 
float StatusStaminaInPercent [get]
 
float StatusPowerInPercent [get]
 
GameObject ActiveTargetGameObject [get]
 
GameObject LastTargetGameObject [get]
 
- Properties inherited from ICE.Creatures.ICECreatureCharacter
override EntityClassType EntityType [get]
 Gets the entity classification type of the object More...
 
CreatureObject Creature [get, set]
 
override ICE.World.Objects.EntityStatusObject Status [get]
 
- Properties inherited from ICE.Creatures.ICECreatureOrganism
override EntityClassType EntityType [get]
 Gets the entity classification type of the object More...
 
- Properties inherited from ICE.Creatures.ICECreatureEntity
virtual EntityClassType EntityType [get]
 Gets the entity classification type of the object More...
 
ReferenceGroupObject ReferenceGroup [get]
 
List< ICECreatureEntityTargetEntities [get]
 
MessageObject Message [get, set]
 
Vector3 LastPosition [get]
 
Quaternion LastRotation [get]
 
Vector3 Velocity [get]
 
Vector3 FrameVelocity [get]
 

Additional Inherited Members

- Public Attributes inherited from ICE.Creatures.ICECreatureCharacter
DisplayData Display = new DisplayData()
 
- Public Attributes inherited from ICE.Creatures.ICECreatureEntity
float BaseOffset = 0
 The base offset can be used to adapt the correct ground level of the object. More...
 
float BaseOffsetMaximum = 1
 
- Protected Member Functions inherited from ICE.Creatures.ICECreatureCharacter
override void OnRegisterBehaviourEvents ()
 
- Protected Member Functions inherited from ICE.Creatures.ICECreatureOrganism
override void OnRegisterBehaviourEvents ()
 
- Protected Member Functions inherited from ICE.Creatures.ICECreatureEntity
override void OnRegisterBehaviourEvents ()
 
override void Register ()
 
override void Deregister ()
 
override void Remove ()
 Removes this instance according to the defined reference group settings of the CreatureRegister. In cases UseSoftRespawn is active the target will be dactivate, stored and prepared for its next action, otherwise the object will be destroyed. More...
 
- Protected Attributes inherited from ICE.Creatures.ICECreatureEntity
ReferenceGroupObject m_ReferenceGroup = null
 Contains the ReferenceGroup in which the target will be listed after the registration process. ReferenceGroup will be null if the target is not registered. More...
 
- Events inherited from ICE.Creatures.ICECreatureCharacter
OnCustomAnimationEvent OnCustomAnimation
 
OnCustomAnimationUpdateEvent OnCustomAnimationUpdate
 
OnBehaviourModeChangedEvent OnBehaviourModeChanged
 
OnBehaviourModeRuleChangedEvent OnBehaviourModeRuleChanged
 

Detailed Description

ICE creature control.

You can use this class for your own code and|or settings, but please consider, that this class and also your code will be overwritten by each update/upgrade of the creature package, so please save your work whenever you reimport this package and copied it back if the update is done.

Member Function Documentation

override void ICE.Creatures.ICECreatureControl.FixedUpdateBegin ( )
virtual

FixedUpdate begin.

Implements ICE.Creatures.ICECreatureCharacter.

override void ICE.Creatures.ICECreatureControl.FixedUpdateComplete ( )
virtual

FixedUpdate complete.

Implements ICE.Creatures.ICECreatureCharacter.

override bool ICE.Creatures.ICECreatureControl.GetDynamicBooleanValue ( DynamicBooleanValueType  _type)
override float ICE.Creatures.ICECreatureControl.GetDynamicFloatValue ( DynamicFloatValueType  _type)
override int ICE.Creatures.ICECreatureControl.GetDynamicIntegerValue ( DynamicIntegerValueType  _type)
override void ICE.Creatures.ICECreatureControl.MoveComplete ( )
virtual

Handles all movements of your creature.

This virtual method should be overridden only if you want to handle all movements by yourself, otherwise use the abstract method MoveComplete to correct the movements.

All moves complete.

You could use this abstract method to improve the movements as required

Implements ICE.Creatures.ICECreatureCharacter.

override void ICE.Creatures.ICECreatureControl.ReactComplete ( )
virtual

Handles all sensory perception of your creature.

CAUTION: USE ONLY IF YOU WANT TO HANDLE ALL SENSE ACTIVITIES BY YOURSELF

Handles all reactions and behaviours of your creature.

CAUTION: USE ONLY IF YOU WANT TO HANDLE ALL REACT ACTIVITIES BY YOURSELF

Reaction complete.

NOTE: ReactComplete() is called at the end of the React method, so please consider the delay due to the ReactionTime.

Implements ICE.Creatures.ICECreatureCharacter.

override void ICE.Creatures.ICECreatureControl.UpdateBegin ( )
virtual

Update begins.

This is the first call of a new update cycle. You could use this abstract method to modify the status of your creature.

Action.Status.AddDamage( 10 ); // increased the damage of your creature (value in percent) ... Action.Status.AddDamage( -10 ); // reduced the damage of your creature (value in percent) ... Action.Status.Temperatur = 25 // adapt the current environmental temperature if required (value in celsius or fahrenheit)... Action.Status.SetTimeInSeconds( 100 ); coming soon Action.Status.SetDateSeconds( 100 ); coming soon Action.Status.Weather = WeatherType.RAIN; coming soon Action.Status. ... check the Status member to see all parameter

Implements ICE.Creatures.ICECreatureCharacter.

override void ICE.Creatures.ICECreatureControl.UpdateComplete ( )
virtual

Update complete.

This is the last call of the update cycle. You could use this virtual method to correct all values before drawing the scene

Implements ICE.Creatures.ICECreatureCharacter.

Property Documentation

GameObject ICE.Creatures.ICECreatureControl.ActiveTargetGameObject
get
override float ICE.Creatures.ICECreatureControl.Age
get

Gets the age or 0 if aging is not active

The age.

string ICE.Creatures.ICECreatureControl.BehaviourModeKey
getset
override bool ICE.Creatures.ICECreatureControl.IsDestroyed
get

Gets a value indicating whether this instance is destroyed.

true

false

GameObject ICE.Creatures.ICECreatureControl.LastTargetGameObject
get
float ICE.Creatures.ICECreatureControl.StatusAddAggressivity
set
float ICE.Creatures.ICECreatureControl.StatusAddAnxiety
set
float ICE.Creatures.ICECreatureControl.StatusAddDamage
set
float ICE.Creatures.ICECreatureControl.StatusAddDebility
set
float ICE.Creatures.ICECreatureControl.StatusAddExperience
set
float ICE.Creatures.ICECreatureControl.StatusAddHunger
set
float ICE.Creatures.ICECreatureControl.StatusAddNosiness
set
float ICE.Creatures.ICECreatureControl.StatusAddStress
set
float ICE.Creatures.ICECreatureControl.StatusAddThirst
set
float ICE.Creatures.ICECreatureControl.StatusAge
getset
float ICE.Creatures.ICECreatureControl.StatusAggressivityInPercent
get
float ICE.Creatures.ICECreatureControl.StatusAnxietyInPercent
get
float ICE.Creatures.ICECreatureControl.StatusArmorInPercent
get
float ICE.Creatures.ICECreatureControl.StatusDamageInPercent
get
float ICE.Creatures.ICECreatureControl.StatusDebilityInPercent
get
float ICE.Creatures.ICECreatureControl.StatusExperienceInPercent
get
float ICE.Creatures.ICECreatureControl.StatusFitnessInPercent
get
float ICE.Creatures.ICECreatureControl.StatusHealthInPercent
get
float ICE.Creatures.ICECreatureControl.StatusHungerInPercent
get
float ICE.Creatures.ICECreatureControl.StatusLifespanInPercent
get
float ICE.Creatures.ICECreatureControl.StatusNosinessInPercent
get
float ICE.Creatures.ICECreatureControl.StatusPowerInPercent
get
float ICE.Creatures.ICECreatureControl.StatusStaminaInPercent
get
float ICE.Creatures.ICECreatureControl.StatusStressInPercent
get
float ICE.Creatures.ICECreatureControl.StatusThirstInPercent
get

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