◆ GetAccumulatedRecognition()
| proto void BaseTarget.GetAccumulatedRecognition |
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out float | outRecognitionDetect, |
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out float | outRecognitionIdentify ) |
◆ GetDamageManagerComponent()
◆ GetDistance()
| proto external float BaseTarget.GetDistance |
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◆ GetExposure()
| proto external float BaseTarget.GetExposure |
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◆ GetFactionAffiliationComponent()
◆ GetLastDetectedPosition()
| proto external vector BaseTarget.GetLastDetectedPosition |
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◆ GetLastSeenPosition()
| proto external vector BaseTarget.GetLastSeenPosition |
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◆ GetPerceivableComponent()
◆ GetPerceivedFaction()
| proto external Faction BaseTarget.GetPerceivedFaction |
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◆ GetTargetCategory()
◆ GetTargetEntity()
| proto external IEntity BaseTarget.GetTargetEntity |
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◆ GetTimeLastDetected()
| proto external float BaseTarget.GetTimeLastDetected |
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◆ GetTimeLastSeen()
| proto external float BaseTarget.GetTimeLastSeen |
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◆ GetTimeSinceDetected()
| proto external float BaseTarget.GetTimeSinceDetected |
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◆ GetTimeSinceEndangered()
| proto external float BaseTarget.GetTimeSinceEndangered |
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◆ GetTimeSinceSeen()
| proto external float BaseTarget.GetTimeSinceSeen |
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◆ GetTimeSinceSideRecognized()
| proto external float BaseTarget.GetTimeSinceSideRecognized |
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◆ GetTimeSinceTypeRecognized()
| proto external float BaseTarget.GetTimeSinceTypeRecognized |
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◆ GetTraceFraction()
| proto external float BaseTarget.GetTraceFraction |
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Returns value from 0 to 1.0 representing where is obstruction which blocks our visibility of the target.
1.0 - We could fully trace to target AND exposure is above zero 0.0 < ... < 1.0 - Target has no visible aimpoints, trace is interrupted by obstacle 0.0 - Target is not in view cone OR is out of perception range
◆ GetUnitType()
◆ GetWeaponManagerComponent()
◆ IsDisarmed()
| proto external bool BaseTarget.IsDisarmed |
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◆ IsEndangering()
| proto external bool BaseTarget.IsEndangering |
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◆ UpdateLastSeenPosition()
| proto external void BaseTarget.UpdateLastSeenPosition |
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vector | pos, |
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float | perceptionMgrTimestamp ) |
The documentation for this interface was generated from the following file:
- Game/generated/Perception/BaseTarget.c