◆ AttackPlayer()
virtual void EnemyAI.AttackPlayer |
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◆ CreateNewWayPoint()
void EnemyAI.CreateNewWayPoint |
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◆ NextPoint()
void EnemyAI.NextPoint |
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◆ ResetAttack()
void EnemyAI.ResetAttack |
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◆ SetBossSpawnPoint()
void EnemyAI.SetBossSpawnPoint |
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Vector3 | position | ) |
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◆ SetSpawnPosition()
void EnemyAI.SetSpawnPosition |
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Vector3 | positon | ) |
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◆ alreadyAttacked
bool EnemyAI.alreadyAttacked = false |
◆ animator
Animator EnemyAI.animator |
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protected |
◆ attackDamage
int EnemyAI.attackDamage = 5 |
◆ attackRange
float EnemyAI.attackRange |
◆ currentPlayerPosition
Vector3 EnemyAI.currentPlayerPosition |
◆ currentWaypointIndex
int EnemyAI.currentWaypointIndex |
◆ enemy
NavMeshAgent EnemyAI.enemy |
◆ lastSeenPlayerPositon
Vector3 EnemyAI.lastSeenPlayerPositon = Vector3.zero |
◆ numberOfWayPoints
int EnemyAI.numberOfWayPoints = 8 |
◆ obstaclesLM
LayerMask EnemyAI.obstaclesLM |
◆ player
◆ playerInAttackRange
bool EnemyAI.playerInAttackRange |
◆ playerInSightRange
bool EnemyAI.playerInSightRange |
◆ playerLM
LayerMask EnemyAI.playerLM |
◆ pushForce
float EnemyAI.pushForce = 8f |
◆ runSpeed
float EnemyAI.runSpeed = 5f |
◆ sightRange
◆ startWaitTime
float EnemyAI.startWaitTime = 2 |
◆ timeBetweenAttacks
float EnemyAI.timeBetweenAttacks |
◆ timeToRotate
float EnemyAI.timeToRotate = 2 |
◆ viewAngle
float EnemyAI.viewAngle = 90 |
◆ viewRadius
float EnemyAI.viewRadius = 15f |
◆ walkSpeed
float EnemyAI.walkSpeed = 3f |
◆ wayPointRange
float EnemyAI.wayPointRange = 10f |
◆ wayPoints
List<Vector3> EnemyAI.wayPoints = new List<Vector3>() |
The documentation for this class was generated from the following file: