/// <param name="entity">Where to get the <see cref="Entity"/> from the blackboard memory.</param> /// <param name="speedSetter">Where the speed will be saved in the blackboard memory.</param> public GetEntitySpeed(BlackboardGetter <Entity> entity, BlackboardSetter <float> speedSetter, BehaviorTask child) : base(null, child) { this.entity = entity; this.speedSetter = speedSetter; ServiceMethod = DoService; }
/// <param name="spatial">Where to get the <see cref="ISpatial"/> from the blackboard memory.</param> /// <param name="positionSetter">Where the position will be saved in the blackboard memory.</param> public GetSpatialPosition(BlackboardGetter <ISpatial> spatial, BlackboardSetter <Vector3> positionSetter, BehaviorTask child) : base(null, child) { this.spatial = spatial; this.positionSetter = positionSetter; ServiceMethod = DoService; }
/// <param name="ped">Where to get the <see cref="Ped"/> from the blackboard memory.</param> /// <param name="vehicleSetter">Where the <see cref="Vehicle"/> will be saved in the blackboard memory.</param> public GetPedCurrentVehicle(BlackboardGetter <Ped> ped, BlackboardSetter <Vehicle> vehicleSetter, BehaviorTask child) : base(null, child) { this.ped = ped; this.vehicleSetter = vehicleSetter; ServiceMethod = DoService; }
/// <param name="vehicle">Where to get the <see cref="Vehicle"/> to enter from the blackboard memory.</param> /// <param name="seatIndex">Where to get the seat index from the blackboard memory.</param> public EnterVehicle(BlackboardGetter <Vehicle> vehicle, BlackboardGetter <int> seatIndex, float speed, EnterVehicleFlags flags) { this.vehicle = vehicle; this.seatIndex = seatIndex; this.speed = speed; this.flags = flags; }
/// <param name="entity">Where to get the <see cref="Entity"/> to follow from the blackboard memory.</param> /// <param name="speed">Where to get the speed from the blackboard memory.</param> public FollowEntity(BlackboardGetter <Entity> entityToFollow, Vector3 offset, BlackboardGetter <float> speed, float stoppingRange, bool persistFollowing) { this.entity = entityToFollow; this.offset = offset; this.speedGetter = speed; this.stoppingRange = stoppingRange; this.persistFollowing = persistFollowing; }
/// <param name="vehicle">Where to get the <see cref="Vehicle"/> from the blackboard memory.</param> public IsInVehicle(BlackboardGetter <Vehicle> vehicle) { this.vehicle = vehicle; }
/// <param name="ped">Where to get the <see cref="Ped"/> from the blackboard memory.</param> /// <param name="vehicle">Where to get the <see cref="Vehicle"/> from the blackboard memory.</param> protected IsPedInVehicle(BlackboardGetter <Ped> ped, BlackboardGetter <Vehicle> vehicle) { this.ped = ped; this.vehicle = vehicle; }
/// <param name="ped">Where to get the <see cref="Ped"/> from the blackboard memory.</param> public IsPedInAnyVehicle(BlackboardGetter <Ped> ped) { this.ped = ped; }
/// <param name="targetPosition">Where to get the target <see cref="Vector3"/> from the blackboard memory.</param> public GoToPosition(BlackboardGetter <Vector3> targetPosition, float speed, float distanceThreshold) : base() { this.target = targetPosition; this.speed = speed; this.distanceThreshold = distanceThreshold; }
/// <param name="position">Where to get the center position from the blackboard memory.</param> public ExtinguishFire(BlackboardGetter <Vector3> position, float range) { this.position = position; this.range = range; this.rangeSq = range * range; }
/// <param name="target">Where to get the target <see cref="Entity"/> from the blackboard memory.</param> public ShootAt(int duration, FiringPattern firingPattern, BlackboardGetter <Entity> target) { this.duration = duration; this.firingPattern = firingPattern; this.target = target; }
/// <param name="entity">Where to get the <see cref="Rage.Entity"/> from the blackboard memory.</param> public EntityExists(BlackboardGetter <Entity> entity) { this.entity = entity; }