Elin Decompiled Documentation EA 23.102 Nightly
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AI_Goto Class Reference
Inheritance diagram for AI_Goto:
AIAct Act Element EClass

Public Member Functions

override bool CanManualCancel ()
 
override Point GetDestination ()
 
 AI_Goto (Point _dest, int dist, bool _ignoreConnection=false, bool _interaction=false)
 
 AI_Goto (Card _card, int dist, bool _ignoreConnection=false, bool _interaction=false)
 
override void OnReset ()
 
Status TryGoTo ()
 
bool IsDestinationReached ()
 
override IEnumerable< StatusRun ()
 
- Public Member Functions inherited from AIAct
override string ToString ()
 
override MultiSprite GetStateIcon ()
 
virtual bool ShouldAllyAttack (Chara tg)
 
virtual Point GetDestination ()
 
AIProgress GetProgress ()
 
string GetCurrentActionText ()
 
override bool IsToolValid ()
 
virtual void OnStart ()
 
void SetOwner (Chara c)
 
virtual void OnSetOwner ()
 
void SetChild (AIAct seq, Func< Status > _onChildFail=null)
 
void Start ()
 
override bool Perform ()
 
Status Restart ()
 
Status Success (Action action=null)
 
virtual void OnSuccess ()
 
bool TryCancel (Card c)
 
virtual Status Cancel ()
 
virtual void OnCancel ()
 
virtual void OnCancelOrSuccess ()
 
virtual bool CanManualCancel ()
 
Status KeepRunning ()
 
void Reset ()
 
virtual void OnReset ()
 
Status Tick ()
 
virtual IEnumerable< StatusRun ()
 
Status TickChild ()
 
Status Do (AIAct _seq, Func< Status > _onChildFail=null)
 
Status DoGotoInteraction (Point pos, Func< Status > _onChildFail=null)
 
Status DoGoto (Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
 
Status DoGoto (Card card, Func< Status > _onChildFail=null)
 
Status DoGoto (Card card, int dist, Func< Status > _onChildFail=null)
 
Status DoGotoSpot (Card card, Func< Status > _onChildFail=null)
 
Status DoGoto< T > (Func< Status > _onChildFail=null)
 
Status DoGotoSpot< T > (Func< Status > _onChildFail=null, bool ignoreAccessType=false)
 
Status DoGrab (Card card, int num=-1, bool pickHeld=false, Func< Status > _onChildFail=null)
 
Status DoGrab< T > ()
 
Status DoProgress ()
 
Status DoIdle (int repeat=3)
 
Status DoWait (int count=1)
 
virtual AIProgress CreateProgress ()
 
virtual void OnCreateProgress (Progress_Custom p)
 
virtual bool CanProgress ()
 
virtual void OnBeforeProgress ()
 
virtual void OnProgress ()
 
virtual void OnProgressComplete ()
 
void SimulateZone (int days)
 
virtual void OnSimulateZone (int days)
 
virtual void OnSimulatePosition ()
 
- Public Member Functions inherited from Act
virtual CursorInfo GetCursorIcon (Card c)
 
virtual MultiSprite GetStateIcon ()
 
override Sprite GetSprite ()
 
virtual bool ShowMouseHint (Card c)
 
virtual bool IsValidTC (Card c)
 
virtual string GetHintText (string str="")
 
virtual string GetText (string str="")
 
virtual string GetTextSmall (Card c)
 
bool IsTargetHostileParty ()
 
virtual Color GetActPlanColor ()
 
virtual bool Perform ()
 
virtual bool CanPerform ()
 
bool Perform (Chara _cc, Card _tc=null, Point _tp=null)
 
bool CanPerform (Chara _cc, Card _tc=null, Point _tp=null)
 
virtual bool IsToolValid ()
 
new void SetImage (Image image)
 
virtual void OnMarkMapHighlights ()
 
virtual bool ShouldMapHighlight (Point p)
 
- Public Member Functions inherited from Element
virtual SourceElement.Row GetSource ()
 
virtual int GetSourcePotential (int v)
 
virtual Sprite GetSprite ()
 
int GetMaterialSourceValue (Thing t, int v)
 
virtual int GetSourceValue (int v, int lv, SourceValueType type)
 
virtual Sprite GetIcon (string suffix="")
 
bool IsActive (Card c)
 
int SortVal (bool charaSheet=false)
 
virtual bool CanLink (ElementContainer owner)
 
bool HasTag (string tag)
 
void SetImage (Image i)
 
virtual string GetDetail ()
 
bool IsFactionElement (Chara c)
 
Element GetParent (Card c)
 
void WriteNote (UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null)
 
void WriteNoteWithRef (UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle)
 
void _WriteNote (UINote n, Chara c, Act act)
 
void AddHeaderAbility (UINote n)
 
void _WriteNote (UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true)
 
virtual void OnWriteNote (UINote n, ElementContainer owner)
 
virtual void OnChangeValue ()
 
void CheckLevelBonus (ElementContainer owner, UINote n=null)
 
int GetSortVal (UIList.SortMode m)
 
virtual Act.Cost GetCost (Chara c)
 
virtual int GetPower (Card c)
 
virtual void SetTextValue (UIText text)
 
virtual bool IsPurchaseFeatReqMet (ElementContainer owner, int lv=-1)
 
virtual void WritePurchaseReq (UINote n, int lv=1)
 

Public Attributes

Card destCard
 
Point dest = new Point()
 
int destDist
 
int waitCount
 
bool ignoreConnection
 
bool interaction
 
bool repath
 
- Public Attributes inherited from AIAct
new Chara owner
 
Status status
 
IEnumerator< StatusEnumerator
 
AIAct child
 
AIAct parent
 
byte restartCount
 
Func< StatusonChildFail
 
Func< bool > isFail
 
- Public Attributes inherited from Element
SourceElement.Row _source
 
int id
 
int vBase
 
int vExp
 
int vPotential
 
int vTempPotential
 
int vLink
 
int vSource
 
int vSourcePotential
 
ElementContainer owner
 

Properties

override bool UseTurbo [get]
 
override bool CancelWhenDamaged [get]
 
override bool CancelWhenMoved [get]
 
override bool InformCancel [get]
 
override bool PushChara [get]
 
- Properties inherited from AIAct
virtual bool IsRunning [get]
 
bool IsChildRunning [get]
 
bool IsMoveAI [get]
 
virtual int MaxRestart [get]
 
virtual new string Name [get]
 
virtual MultiSprite stateIcon [get]
 
virtual Sprite actionIcon [get]
 
virtual bool IsNoGoal [get]
 
virtual bool IsAutoTurn [get]
 
virtual bool IsIdle [get]
 
virtual bool CancelOnAggro [get]
 
virtual bool PushChara [get]
 
virtual int MaxProgress [get]
 
virtual bool ShowProgress [get]
 
virtual bool UseTurbo [get]
 
virtual int CurrentProgress [get]
 
virtual bool ShowCursor [get]
 
virtual bool CancelWhenDamaged [get]
 
virtual bool CancelWhenMoved [get]
 
virtual bool InformCancel [get]
 
virtual Thing RenderThing [get]
 
AIAct Current [get]
 
override bool IsAct [get]
 
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual bool HasProgress [get]
 
- Properties inherited from Act
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual CursorInfo CursorIcon [get]
 
virtual string ID [get]
 
virtual bool IsAct [get]
 
virtual bool WillEndTurn [get]
 
virtual bool CloseLayers [get]
 
virtual int LeftHand [get]
 
virtual int RightHand [get]
 
virtual int ElementPowerMod [get]
 
virtual bool ShowMapHighlight [get]
 
virtual bool ShowMapHighlightBlock [get]
 
virtual bool PickHeldOnStart [get]
 
virtual bool DropHeldOnStart [get]
 
virtual bool CanPressRepeat [get]
 
virtual bool CanAutofire [get]
 
virtual bool ResetAxis [get]
 
virtual bool RequireTool [get]
 
virtual bool IsHostileAct [get]
 
virtual bool HideRightInfo [get]
 
virtual bool HaveLongPressAction [get]
 
virtual float Radius [get]
 
virtual int PerformDistance [get]
 
virtual int MaxRadius [get]
 
virtual TargetType TargetType [get]
 
virtual bool LocalAct [get]
 
virtual bool CanRapidFire [get]
 
virtual float RapidDelay [get]
 
virtual bool ShowAuto [get]
 
virtual bool IsCrime [get]
 
- Properties inherited from Element
SourceElement.Row source [get]
 
virtual int DisplayValue [get]
 
virtual int MinValue [get]
 
int Value [get]
 
int ValueWithoutLink [get]
 
virtual int MinPotential [get]
 
int Potential [get]
 
virtual bool CanGainExp [get]
 
bool IsFlag [get]
 
virtual string Name [get]
 
virtual string FullName [get]
 
virtual int ExpToNext [get]
 
virtual bool UseExpMod [get]
 
virtual int CostTrain [get]
 
virtual int CostLearn [get]
 
virtual bool ShowXP [get]
 
virtual bool ShowMsgOnValueChanged [get]
 
virtual bool ShowValue [get]
 
virtual bool ShowPotential [get]
 
virtual bool UsePotential [get]
 
virtual bool PotentialAsStock [get]
 
virtual bool ShowRelativeAttribute [get]
 
virtual bool ShowBonuses [get]
 
virtual string ShortName [get]
 
bool IsGlobalElement [get]
 
bool IsFactionWideElement [get]
 
bool IsPartyWideElement [get]
 
virtual bool ShowEncNumber [get]
 
bool IsTrait [get]
 
bool IsFoodTrait [get]
 
bool IsFoodTraitMain [get]
 
bool IsMainAttribute [get]
 
Act act [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Public Types inherited from AIAct
enum  Status { Running , Fail , Success }
 
- Public Types inherited from Act
enum  CostType { None , MP , SP }
 
- Static Public Member Functions inherited from Act
static void SetReference (Chara _cc, Card _tc=null, Point _tp=null)
 
static void SetTool (Thing t)
 
- Static Public Member Functions inherited from Element
static string GetName (string alias)
 
static SourceElement.Row Get (int id)
 
static Dictionary< int, int > GetElementMap (int[] list)
 
static Dictionary< int, int > GetElementMap (int[] list, Dictionary< int, int > map)
 
static SourceElement.Row GetRandomElement (int lv=1)
 
static Element Create (int id, int v=0)
 
static Element Create (string id, int v=1)
 
static int GetId (string alias)
 
static int GetResistLv (int v)
 
static int GetResistDamage (int dmg, int v, int power=0)
 
- Static Public Member Functions inherited from EClass
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Static Public Attributes inherited from Act
static Chara CC
 
static Card TC
 
static Point TP = new Point()
 
static Thing TOOL
 
static int powerMod = 100
 
static bool forcePt
 
- Static Public Attributes inherited from Element
const int Div = 5
 
static Element Void = new Element()
 
static int[] List_MainAttributes = new int[9] { 70, 72, 71, 77, 74, 75, 76, 73, 79 }
 
static int[] List_MainAttributesMajor = new int[8] { 70, 72, 71, 77, 74, 75, 76, 73 }
 
static int[] List_Body = new int[4] { 70, 72, 71, 77 }
 
static int[] List_Mind = new int[4] { 74, 75, 76, 73 }
 
static List< SourceElement.RowListElements = new List<SourceElement.Row>()
 
static List< SourceElement.RowListAttackElements = new List<SourceElement.Row>()
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 4 of file AI_Goto.cs.

Constructor & Destructor Documentation

◆ AI_Goto() [1/2]

AI_Goto.AI_Goto ( Point  _dest,
int  dist,
bool  _ignoreConnection = false,
bool  _interaction = false 
)
inline

Definition at line 44 of file AI_Goto.cs.

45 {
46 dest.Set(_dest);
47 destDist = dist;
48 ignoreConnection = _ignoreConnection;
49 interaction = _interaction;
50 }
bool interaction
Definition: AI_Goto.cs:16
bool ignoreConnection
Definition: AI_Goto.cs:14
Point dest
Definition: AI_Goto.cs:8
int destDist
Definition: AI_Goto.cs:10
Point Set(int _x, int _z)
Definition: Point.cs:479

References dest, destDist, ignoreConnection, interaction, and Point.Set().

◆ AI_Goto() [2/2]

AI_Goto.AI_Goto ( Card  _card,
int  dist,
bool  _ignoreConnection = false,
bool  _interaction = false 
)
inline

Definition at line 52 of file AI_Goto.cs.

53 {
54 destCard = _card;
55 destDist = dist;
56 ignoreConnection = _ignoreConnection;
57 interaction = _interaction;
58 }
Card destCard
Definition: AI_Goto.cs:6

References destCard, destDist, ignoreConnection, and interaction.

Member Function Documentation

◆ CanManualCancel()

override bool AI_Goto.CanManualCancel ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 30 of file AI_Goto.cs.

31 {
32 return true;
33 }

◆ GetDestination()

override Point AI_Goto.GetDestination ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 35 of file AI_Goto.cs.

36 {
37 if (destCard != null)
38 {
39 return destCard.pos;
40 }
41 return dest;
42 }
Point pos
Definition: Card.cs:55

References dest, destCard, and Card.pos.

Referenced by Run().

◆ IsDestinationReached()

bool AI_Goto.IsDestinationReached ( )
inline

Definition at line 156 of file AI_Goto.cs.

157 {
158 if (destCard != null)
159 {
160 int num = destCard.pos.Distance(owner.pos);
161 if (interaction && num == 1 && owner.CanInteractTo(owner.pos))
162 {
163 return true;
164 }
165 return num <= destDist;
166 }
167 int num2 = Util.Distance(owner.pos.x, owner.pos.z, dest.x, dest.z);
168 if (interaction && num2 == 1 && owner.CanInteractTo(dest))
169 {
170 return true;
171 }
172 return num2 <= destDist;
173 }
new Chara owner
Definition: AIAct.cs:14
bool CanInteractTo(Card c)
Definition: Chara.cs:2225
int x
Definition: Point.cs:36
int z
Definition: Point.cs:39
int Distance(Point p)
Definition: Point.cs:953
Definition: Util.cs:10
static int Distance(int pX1, int pY1, int pX2, int pY2)
Definition: Util.cs:24

References Chara.CanInteractTo(), dest, destCard, destDist, Point.Distance(), interaction, AIAct.owner, Card.pos, Util, Point.x, and Point.z.

Referenced by Run(), and TryGoTo().

◆ OnReset()

override void AI_Goto.OnReset ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 60 of file AI_Goto.cs.

61 {
62 owner.path.state = PathProgress.State.Idle;
63 }

◆ Run()

override IEnumerable< Status > AI_Goto.Run ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 175 of file AI_Goto.cs.

176 {
177 if (owner.host != null)
178 {
179 yield return Cancel();
180 }
181 while (true)
182 {
183 if (destCard != null)
184 {
186 }
187 while (owner.path.state == PathProgress.State.Searching)
188 {
189 yield return Status.Running;
190 }
191 owner.path.state = PathProgress.State.Idle;
193 {
194 yield return Success();
195 }
196 EClass.player.enemySpotted = false;
197 while (true)
198 {
199 if (owner.IsPC)
200 {
202 {
203 yield return Cancel();
204 }
206 {
207 EClass.player.enemySpotted = false;
208 Msg.Say("enemy_spotted");
209 yield return Cancel();
210 }
211 }
212 yield return TryGoTo();
213 if (destCard != null)
214 {
215 Point destination = GetDestination();
216 int num = dest.Distance(destination);
217 if (num > 3 && num < 20)
218 {
219 break;
220 }
221 }
222 }
223 repath = true;
224 owner.path.state = PathProgress.State.Idle;
225 }
226 }
virtual Status Cancel()
Definition: AIAct.cs:291
Status
Definition: AIAct.cs:8
override Point GetDestination()
Definition: AI_Goto.cs:35
bool IsDestinationReached()
Definition: AI_Goto.cs:156
bool repath
Definition: AI_Goto.cs:18
Status TryGoTo()
Definition: AI_Goto.cs:65
override bool IsPC
Definition: Chara.cs:597
Chara host
Definition: Chara.cs:33
PathProgress path
Definition: Chara.cs:89
Definition: EClass.cs:5
static Player player
Definition: EClass.cs:12
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58
bool TooHeavyToMove()
Definition: Player.cs:2331
bool enemySpotted
Definition: Player.cs:984
Definition: Point.cs:9

References AIAct.Cancel(), dest, destCard, Point.Distance(), Player.enemySpotted, GetDestination(), Chara.host, IsDestinationReached(), Chara.IsPC, AIAct.owner, Chara.path, EClass.player, repath, Msg.Say(), Point.Set(), PathProgress.state, AIAct.Success, Player.TooHeavyToMove(), and TryGoTo().

◆ TryGoTo()

Status AI_Goto.TryGoTo ( )
inline

Definition at line 65 of file AI_Goto.cs.

66 {
67 PathProgress path = owner.path;
68 Point pos = owner.pos;
69 if (owner.IsPC)
70 {
71 if (dest.x > EClass._map.bounds.maxX + 1)
72 {
73 dest.x = EClass._map.bounds.maxX + 1;
74 }
75 else if (dest.x < EClass._map.bounds.x - 1)
76 {
77 dest.x = EClass._map.bounds.x - 1;
78 }
79 if (dest.z > EClass._map.bounds.maxZ + 1)
80 {
81 dest.z = EClass._map.bounds.maxZ + 1;
82 }
83 else if (dest.z < EClass._map.bounds.z - 1)
84 {
85 dest.z = EClass._map.bounds.z - 1;
86 }
87 }
88 if ((repath || (owner.IsPC && ActionMode.IsAdv)) && path.state == PathProgress.State.Idle)
89 {
91 repath = false;
92 }
93 switch (path.state)
94 {
95 case PathProgress.State.Idle:
97 break;
98 case PathProgress.State.Fail:
99 return Cancel();
100 case PathProgress.State.PathReady:
101 {
102 if (path.nodeIndex < 0)
103 {
104 return Cancel();
105 }
106 PathFinderNode pathFinderNode = path.nodes[path.nodeIndex];
107 if (owner.IsPC && ActionMode.IsAdv && path.nodeIndex > 2)
108 {
110 }
111 Point shared = Point.GetShared(pathFinderNode.X, pathFinderNode.Z);
112 if (shared.x == owner.pos.x && shared.z == owner.pos.z && path.nodeIndex > 0 && !shared.cell.HasLadder && !owner.Cell.HasLadder)
113 {
114 path.nodeIndex--;
115 pathFinderNode = path.nodes[path.nodeIndex];
116 shared.Set(pathFinderNode.X, pathFinderNode.Z);
117 }
118 if (shared.HasChara && !owner.IsPC)
119 {
120 waitCount++;
121 if (waitCount < 3 || EClass.rnd(5) != 0)
122 {
123 return Status.Running;
124 }
125 }
126 waitCount = 0;
127 Card.MoveResult moveResult = owner.TryMove(shared);
128 if (owner == null)
129 {
130 return Status.Running;
131 }
132 if (moveResult == Card.MoveResult.Fail || moveResult == Card.MoveResult.Door)
133 {
134 if (owner.IsPC && ActionMode.IsAdv)
135 {
136 return Cancel();
137 }
138 return Restart();
139 }
140 if (!owner.pos.Equals(shared))
141 {
142 path.state = PathProgress.State.Idle;
143 repath = true;
144 }
145 path.nodeIndex--;
147 {
148 return Success();
149 }
150 break;
151 }
152 }
153 return Status.Running;
154 }
Status Restart()
Definition: AIAct.cs:237
int waitCount
Definition: AI_Goto.cs:12
void SetTurbo(int mtp=-1)
Definition: AM_Adv.cs:1040
static bool IsAdv
Definition: ActionMode.cs:117
static AM_Adv Adv
Definition: ActionMode.cs:15
Definition: Card.cs:11
MoveResult
Definition: Card.cs:13
Cell Cell
Definition: Card.cs:1931
bool HasLadder
Definition: Cell.cs:839
MoveResult TryMove(Point newPoint, bool allowDestroyPath=true)
Definition: Chara.cs:2422
static int rnd(int a)
Definition: EClass.cs:50
static Map _map
Definition: EClass.cs:18
int maxZ
Definition: MapBounds.cs:17
int maxX
Definition: MapBounds.cs:14
int x
Definition: MapBounds.cs:8
MapBounds bounds
Definition: Map.cs:52
void RequestPath(Point _startPoint, Point _destPoint, int _destDist, bool _ignoreConnection, int _searchLimit=-1)
Definition: PathProgress.cs:51
List< PathFinderNode > nodes
Definition: PathProgress.cs:16
void RequestPathImmediate(Point _startPoint, Point _destPoint, int _destDist, bool _ignoreConnection, int _searchLimit=-1)
Definition: PathProgress.cs:61
static Point GetShared(int x, int z)
Definition: Point.cs:366
bool Equals(int _x, int _z)
Definition: Point.cs:924
Cell cell
Definition: Point.cs:51
bool HasChara
Definition: Point.cs:226

References EClass._map, ActionMode.Adv, Map.bounds, AIAct.Cancel(), Card.Cell, Point.cell, dest, destDist, Point.Equals(), Point.GetShared(), Point.HasChara, Cell.HasLadder, ignoreConnection, ActionMode.IsAdv, IsDestinationReached(), Chara.IsPC, MapBounds.maxX, MapBounds.maxZ, PathProgress.nodeIndex, PathProgress.nodes, AIAct.owner, Chara.path, Card.pos, repath, PathProgress.RequestPath(), PathProgress.RequestPathImmediate(), AIAct.Restart(), EClass.rnd(), Point.Set(), AM_Adv.SetTurbo(), PathProgress.state, AIAct.Success, Chara.TryMove(), waitCount, Algorithms.PathFinderNode.X, MapBounds.x, Point.x, Algorithms.PathFinderNode.Z, MapBounds.z, and Point.z.

Referenced by Run().

Member Data Documentation

◆ dest

Point AI_Goto.dest = new Point()

◆ destCard

Card AI_Goto.destCard

Definition at line 6 of file AI_Goto.cs.

Referenced by AI_Goto(), GetDestination(), IsDestinationReached(), and Run().

◆ destDist

int AI_Goto.destDist

Definition at line 10 of file AI_Goto.cs.

Referenced by AI_Goto(), IsDestinationReached(), and TryGoTo().

◆ ignoreConnection

bool AI_Goto.ignoreConnection

Definition at line 14 of file AI_Goto.cs.

Referenced by AI_Goto(), and TryGoTo().

◆ interaction

bool AI_Goto.interaction

Definition at line 16 of file AI_Goto.cs.

Referenced by AI_Goto(), and IsDestinationReached().

◆ repath

bool AI_Goto.repath

Definition at line 18 of file AI_Goto.cs.

Referenced by Run(), and TryGoTo().

◆ waitCount

int AI_Goto.waitCount

Definition at line 12 of file AI_Goto.cs.

Referenced by TryGoTo().

Property Documentation

◆ CancelWhenDamaged

override bool AI_Goto.CancelWhenDamaged
get

Definition at line 22 of file AI_Goto.cs.

◆ CancelWhenMoved

override bool AI_Goto.CancelWhenMoved
get

Definition at line 24 of file AI_Goto.cs.

◆ InformCancel

override bool AI_Goto.InformCancel
get

Definition at line 26 of file AI_Goto.cs.

◆ PushChara

override bool AI_Goto.PushChara
get

Definition at line 28 of file AI_Goto.cs.

◆ UseTurbo

override bool AI_Goto.UseTurbo
get

Definition at line 20 of file AI_Goto.cs.


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