ICECreatureControl  1.3.2
Public Member Functions | Public Attributes | Protected Member Functions | Properties | Events | List of all members
ICE.Creatures.Objects.BehaviourObject Class Reference
Inheritance diagram for ICE.Creatures.Objects.BehaviourObject:
Inheritance graph
Collaboration diagram for ICE.Creatures.Objects.BehaviourObject:
Collaboration graph

Public Member Functions

 BehaviourObject ()
 
 BehaviourObject (ICEWorldBehaviour _component)
 
 BehaviourObject (BehaviourObject _object)
 
delegate void OnBehaviourModeChangedEvent (GameObject _sender, BehaviourModeObject _new_mode, BehaviourModeObject _last_mode)
 
delegate void OnBehaviourModeRuleChangedEvent (GameObject _sender, BehaviourModeRuleObject _new_rule, BehaviourModeRuleObject _last_rule)
 
override void Init (ICEWorldBehaviour _component)
 
void Copy (BehaviourObject _object)
 
void Reset ()
 
BehaviourModeObject CopyBehaviourMode (BehaviourModeObject _mode)
 
string GetFixedBehaviourModeKey (string _key)
 
string AddBehaviourMode (string _key)
 
string AddBehaviourModeNumbered (string _key)
 
BehaviourModeObject CreateBehaviourMode (string _key)
 
bool BehaviourModeExists (string _key)
 
BehaviourModeObject GetBehaviourModeByKey (string key)
 Gets the behaviour mode by key or null. More...
 
bool SetBehaviourModeByKey (string _key)
 Sets the behaviour mode by key. More...
 
void NextBehaviorModeRule (bool _update=false)
 
void Update ()
 Updates the behaviour (include the active mode and the active rule). More...
 

Public Attributes

bool UseEditingMode = false
 
string NewBehaviourModeKey = ""
 
string OldBehaviourModeKey = ""
 

Protected Member Functions

BehaviourModeObject SetDesignatedBehaviourModeByKey (string _key)
 

Properties

AnimationPlayerObject BehaviourAnimation [get]
 
AudioPlayerObject BehaviourAudioPlayer [get]
 
LookObject BehaviourLook [get]
 
BehaviourModeObject ActiveBehaviourMode [get]
 Gets the active behaviour mode. More...
 
BehaviourModeObject LastBehaviourMode [get]
 Gets the last behaviour mode. More...
 
string ActiveBehaviourModeKey [get]
 Returns the key of the active behaviour mode. More...
 
string LastBehaviourModeKey [get]
 Returns the key of the last behaviour mode. More...
 
BehaviourModeRuleObject ActiveBehaviourModeRule [get]
 Gets the active behaviour mode rule or null. More...
 
bool ActiveBehaviourIsValid [get]
 Gets a value indicating whether this ICE.Creatures.Objects.BehaviourObject active behaviour is valid. More...
 
bool ActiveBehaviourIsReady [get]
 Gets a value indicating whether this ICE.Creatures.Objects.BehaviourObject active behaviour is ready. More...
 
List< BehaviourModeObjectBehaviourModes [get, set]
 
bool BehaviourModeRulesChanged [get]
 
bool BehaviourModeChanged [get]
 
bool BehaviourModeRuleChanged [get]
 
float BehaviourTimer [get]
 

Events

OnBehaviourModeChangedEvent OnBehaviourModeChanged
 
OnBehaviourModeRuleChangedEvent OnBehaviourModeRuleChanged
 

Constructor & Destructor Documentation

ICE.Creatures.Objects.BehaviourObject.BehaviourObject ( )
ICE.Creatures.Objects.BehaviourObject.BehaviourObject ( ICEWorldBehaviour  _component)
ICE.Creatures.Objects.BehaviourObject.BehaviourObject ( BehaviourObject  _object)

Member Function Documentation

string ICE.Creatures.Objects.BehaviourObject.AddBehaviourMode ( string  _key)
string ICE.Creatures.Objects.BehaviourObject.AddBehaviourModeNumbered ( string  _key)
bool ICE.Creatures.Objects.BehaviourObject.BehaviourModeExists ( string  _key)
void ICE.Creatures.Objects.BehaviourObject.Copy ( BehaviourObject  _object)
BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.CopyBehaviourMode ( BehaviourModeObject  _mode)
BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.CreateBehaviourMode ( string  _key)
BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.GetBehaviourModeByKey ( string  key)

Gets the behaviour mode by key or null.

Returns
The behaviour mode by key.
Parameters
keyKey.
string ICE.Creatures.Objects.BehaviourObject.GetFixedBehaviourModeKey ( string  _key)
override void ICE.Creatures.Objects.BehaviourObject.Init ( ICEWorldBehaviour  _component)
void ICE.Creatures.Objects.BehaviourObject.NextBehaviorModeRule ( bool  _update = false)

Here is the call graph for this function:

delegate void ICE.Creatures.Objects.BehaviourObject.OnBehaviourModeChangedEvent ( GameObject  _sender,
BehaviourModeObject  _new_mode,
BehaviourModeObject  _last_mode 
)
delegate void ICE.Creatures.Objects.BehaviourObject.OnBehaviourModeRuleChangedEvent ( GameObject  _sender,
BehaviourModeRuleObject  _new_rule,
BehaviourModeRuleObject  _last_rule 
)
void ICE.Creatures.Objects.BehaviourObject.Reset ( )
bool ICE.Creatures.Objects.BehaviourObject.SetBehaviourModeByKey ( string  _key)

Sets the behaviour mode by key.

description>Use this function to change the behaviour of your creature.

Parameters
keyKey.

Here is the call graph for this function:

BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.SetDesignatedBehaviourModeByKey ( string  _key)
protected
void ICE.Creatures.Objects.BehaviourObject.Update ( )

Updates the behaviour (include the active mode and the active rule).

Here is the call graph for this function:

Member Data Documentation

string ICE.Creatures.Objects.BehaviourObject.NewBehaviourModeKey = ""
string ICE.Creatures.Objects.BehaviourObject.OldBehaviourModeKey = ""
bool ICE.Creatures.Objects.BehaviourObject.UseEditingMode = false

Property Documentation

bool ICE.Creatures.Objects.BehaviourObject.ActiveBehaviourIsReady
get

Gets a value indicating whether this ICE.Creatures.Objects.BehaviourObject active behaviour is ready.

true if active behaviour is ready; otherwise, false.

bool ICE.Creatures.Objects.BehaviourObject.ActiveBehaviourIsValid
get

Gets a value indicating whether this ICE.Creatures.Objects.BehaviourObject active behaviour is valid.

true if active behaviour is valid; otherwise, false.

BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.ActiveBehaviourMode
get

Gets the active behaviour mode.

The active behaviour mode.

string ICE.Creatures.Objects.BehaviourObject.ActiveBehaviourModeKey
get

Returns the key of the active behaviour mode.

The behaviour mode key.

BehaviourModeRuleObject ICE.Creatures.Objects.BehaviourObject.ActiveBehaviourModeRule
get

Gets the active behaviour mode rule or null.

The active behaviour mode rule.

AnimationPlayerObject ICE.Creatures.Objects.BehaviourObject.BehaviourAnimation
get
AudioPlayerObject ICE.Creatures.Objects.BehaviourObject.BehaviourAudioPlayer
get
LookObject ICE.Creatures.Objects.BehaviourObject.BehaviourLook
get
bool ICE.Creatures.Objects.BehaviourObject.BehaviourModeChanged
get
bool ICE.Creatures.Objects.BehaviourObject.BehaviourModeRuleChanged
get
bool ICE.Creatures.Objects.BehaviourObject.BehaviourModeRulesChanged
get
List<BehaviourModeObject> ICE.Creatures.Objects.BehaviourObject.BehaviourModes
getset
float ICE.Creatures.Objects.BehaviourObject.BehaviourTimer
get
BehaviourModeObject ICE.Creatures.Objects.BehaviourObject.LastBehaviourMode
get

Gets the last behaviour mode.

The last behaviour mode.

string ICE.Creatures.Objects.BehaviourObject.LastBehaviourModeKey
get

Returns the key of the last behaviour mode.

The last behaviour mode key.

Event Documentation

OnBehaviourModeChangedEvent ICE.Creatures.Objects.BehaviourObject.OnBehaviourModeChanged
OnBehaviourModeRuleChangedEvent ICE.Creatures.Objects.BehaviourObject.OnBehaviourModeRuleChanged

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