◆ FindTargetPerceptionObject()
proto external BaseTarget PerceptionComponent.FindTargetPerceptionObject |
( |
IEntity |
entityToFind | ) |
|
Same as GetTargetPerceptionObject, but searches in all categories.
◆ GetClosestTarget()
proto external BaseTarget PerceptionComponent.GetClosestTarget |
( |
ETargetCategory |
category, |
|
|
float |
timeSinceSeenMax, |
|
|
float |
timeSinceDetectedMax |
|
) |
| |
◆ GetFriendlyInLineOfFire()
proto external IEntity PerceptionComponent.GetFriendlyInLineOfFire |
( |
| ) |
|
◆ GetLastSeenTarget()
◆ GetSimulateCounter()
proto external int PerceptionComponent.GetSimulateCounter |
( |
| ) |
|
◆ GetTargetCount()
proto external int PerceptionComponent.GetTargetCount |
( |
ETargetCategory |
category | ) |
|
Returns count of targets of given category.
◆ GetTargetPerceptionObject()
proto external BaseTarget PerceptionComponent.GetTargetPerceptionObject |
( |
IEntity |
entityToFind, |
|
|
ETargetCategory |
targetCategory |
|
) |
| |
◆ GetTargetsList()
proto external int PerceptionComponent.GetTargetsList |
( |
out notnull array< BaseTarget > |
outTargets, |
|
|
ETargetCategory |
category |
|
) |
| |
◆ GetUpdateInterval()
proto external float PerceptionComponent.GetUpdateInterval |
( |
| ) |
|
◆ SetFriendlyFireCheck()
proto external void PerceptionComponent.SetFriendlyFireCheck |
( |
bool |
on | ) |
|
◆ SetPerceptionFactor()
proto external void PerceptionComponent.SetPerceptionFactor |
( |
float |
value | ) |
|
Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition.
The documentation for this interface was generated from the following file:
- Game/generated/Components/PerceptionComponent.c