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| void | SCR_AIGroupPerception (SCR_AIGroupUtilityComponent utility, SCR_AIGroup group) |
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| ScriptInvokerBase< SCR_AIOnTargetClusterStateDeleted > | GetOnTargetClusterDeleted () |
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| ScriptInvokerBase< SCR_AIGroupPerceptionOnEnemyDetected > | GetOnEnemyDetected () |
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| ScriptInvokerBase< SCR_AIGroupPerceptionOnEnemyDetectedFiltered > | GetOnEnemyDetectedFiltered () |
| | This is similar to OnEnemyDetected event, but it will be invoked only once per group perception update, You should use this if you don't need every detected target, but need to know when anything has been detected.
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| ScriptInvokerBase< SCR_AIGroupPerceptionOnNoEnemy > | GetOnNoEnemy () |
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| SCR_AITargetInfo | AddOrUpdateTarget (notnull BaseTarget target, out bool outNewTarget) |
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| void | AddOrUpdateGunshot (notnull IEntity shooter, vector worldPos, Faction faction, float timestamp, bool endangering) |
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| void | Update () |
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| void | GenerateClusters (array< ref SCR_AITargetInfo > targets, array< ref SCR_AIGroupTargetCluster > outClusters, vector centerPos, float minAngularDist) |
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| int | GetTargetClusterStateId (SCR_AITargetClusterState s) |
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| void | DiagPrintClusterAssociation (array< ref array< int > > association) |
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| void | DiagDrawClusters () |
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◆ SCR_AIGroupPerception()
◆ AddOrUpdateGunshot()
| void SCR_AIGroupPerception.AddOrUpdateGunshot |
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notnull IEntity | shooter, |
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vector | worldPos, |
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Faction | faction, |
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float | timestamp, |
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bool | endangering ) |
◆ AddOrUpdateTarget()
◆ CalculateClusterDangerScore()
◆ ClusterTargets()
| void SCR_AIGroupPerception.ClusterTargets |
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◆ DeleteClusterState()
◆ DiagDrawClusters()
| void SCR_AIGroupPerception.DiagDrawClusters |
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◆ DiagPrintClusterAssociation()
| void SCR_AIGroupPerception.DiagPrintClusterAssociation |
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array< ref array< int > > | association | ) |
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◆ GenerateClusters()
◆ GetClusterAssociation()
◆ GetOnEnemyDetected()
| ScriptInvokerBase< SCR_AIGroupPerceptionOnEnemyDetected > SCR_AIGroupPerception.GetOnEnemyDetected |
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◆ GetOnEnemyDetectedFiltered()
| ScriptInvokerBase< SCR_AIGroupPerceptionOnEnemyDetectedFiltered > SCR_AIGroupPerception.GetOnEnemyDetectedFiltered |
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This is similar to OnEnemyDetected event, but it will be invoked only once per group perception update, You should use this if you don't need every detected target, but need to know when anything has been detected.
◆ GetOnNoEnemy()
| ScriptInvokerBase< SCR_AIGroupPerceptionOnNoEnemy > SCR_AIGroupPerception.GetOnNoEnemy |
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◆ GetOnTargetClusterDeleted()
| ScriptInvokerBase< SCR_AIOnTargetClusterStateDeleted > SCR_AIGroupPerception.GetOnTargetClusterDeleted |
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◆ GetTargetClusterStateId()
◆ MaintainTargets()
| void SCR_AIGroupPerception.MaintainTargets |
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◆ RemoveTarget() [1/2]
| void SCR_AIGroupPerception.RemoveTarget |
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IEntity | enemy | ) |
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◆ RemoveTarget() [2/2]
| void SCR_AIGroupPerception.RemoveTarget |
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int | id | ) |
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◆ SelectMostDangerousCluster()
| void SCR_AIGroupPerception.SelectMostDangerousCluster |
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◆ TransferClusterState()
◆ Update()
| void SCR_AIGroupPerception.Update |
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◆ UpdateTargetsFromMembers()
| void SCR_AIGroupPerception.UpdateTargetsFromMembers |
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◆ Event_OnEnemyDetected
| ref ScriptInvokerBase<SCR_AIGroupPerceptionOnEnemyDetected> SCR_AIGroupPerception.Event_OnEnemyDetected |
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◆ Event_OnEnemyDetectedFiltered
| ref ScriptInvokerBase<SCR_AIGroupPerceptionOnEnemyDetectedFiltered> SCR_AIGroupPerception.Event_OnEnemyDetectedFiltered |
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◆ Event_OnNoEnemy
| ref ScriptInvokerBase<SCR_AIGroupPerceptionOnNoEnemy> SCR_AIGroupPerception.Event_OnNoEnemy |
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◆ Event_OnTargetClusterStateDeleted
| ref ScriptInvokerBase<SCR_AIOnTargetClusterStateDeleted> SCR_AIGroupPerception.Event_OnTargetClusterStateDeleted = new ScriptInvokerBase<SCR_AIOnTargetClusterStateDeleted>() |
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◆ m_aTargetClusters
◆ m_aTargetEntities
| ref array<IEntity> SCR_AIGroupPerception.m_aTargetEntities = new array<IEntity> |
◆ m_aTargets
◆ m_Group
◆ m_MostDangerousCluster
◆ m_Utility
◆ TARGET_FORGET_THRESHOLD_S
| const float SCR_AIGroupPerception.TARGET_FORGET_THRESHOLD_S = 150.0 |
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◆ TARGET_LOST_THRESHOLD_S
| const float SCR_AIGroupPerception.TARGET_LOST_THRESHOLD_S = 10.0 |
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The documentation for this interface was generated from the following file:
- Game/AI/Group/SCR_AIGroupPerception.c