◆ ActivateAttack()
| virtual void PrototypeBaseEntity.ActivateAttack |
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protectedvirtual |
◆ Awake()
| void PrototypeBaseEntity.Awake |
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private |
◆ AwakeMethods()
| virtual void PrototypeBaseEntity.AwakeMethods |
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protectedvirtual |
◆ ChaseState()
| virtual void PrototypeBaseEntity.ChaseState |
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protectedvirtual |
◆ CloseAttackState()
| virtual void PrototypeBaseEntity.CloseAttackState |
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protectedvirtual |
◆ DetectHostile()
| virtual void PrototypeBaseEntity.DetectHostile |
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protectedvirtual |
◆ FlipSprite()
| virtual void PrototypeBaseEntity.FlipSprite |
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float | flipDirection | ) |
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protectedvirtual |
◆ InitializePatrolZone()
| virtual void PrototypeBaseEntity.InitializePatrolZone |
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protectedvirtual |
◆ MaintainMovement()
| virtual void PrototypeBaseEntity.MaintainMovement |
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protectedvirtual |
◆ MoveLeft()
| virtual void PrototypeBaseEntity.MoveLeft |
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protectedvirtual |
◆ MoveRight()
| virtual void PrototypeBaseEntity.MoveRight |
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protectedvirtual |
◆ OnDrawGizmos()
| void PrototypeBaseEntity.OnDrawGizmos |
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◆ PatrolState()
| virtual void PrototypeBaseEntity.PatrolState |
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protectedvirtual |
◆ ProtoCloseAttackState()
| virtual void PrototypeBaseEntity.ProtoCloseAttackState |
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protectedvirtual |
◆ ScanAttackRange()
| virtual void PrototypeBaseEntity.ScanAttackRange |
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protectedvirtual |
◆ ScanAttackRangeMultiple()
| virtual void PrototypeBaseEntity.ScanAttackRangeMultiple |
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protectedvirtual |
◆ StandStill()
| virtual void PrototypeBaseEntity.StandStill |
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protectedvirtual |
◆ Start()
| void PrototypeBaseEntity.Start |
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private |
◆ StartMethods()
| virtual void PrototypeBaseEntity.StartMethods |
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protectedvirtual |
◆ StateCheck()
| virtual void PrototypeBaseEntity.StateCheck |
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EntityState | eState | ) |
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protectedvirtual |
◆ TriggerAttack()
| virtual void PrototypeBaseEntity.TriggerAttack |
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◆ Update()
| void PrototypeBaseEntity.Update |
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◆ UpdateMethods()
| virtual void PrototypeBaseEntity.UpdateMethods |
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protectedvirtual |
◆ animator
| Animator PrototypeBaseEntity.animator |
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protected |
◆ attackPoint
| Transform PrototypeBaseEntity.attackPoint |
◆ attackVariant
| int PrototypeBaseEntity.attackVariant = 0 |
◆ baseInfo
◆ cooldownEndTime
| float PrototypeBaseEntity.cooldownEndTime = 0f |
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private |
◆ currentHitObject
| Collider2D PrototypeBaseEntity.currentHitObject |
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protected |
◆ entityBools
◆ horizontalDirection
| float PrototypeBaseEntity.horizontalDirection |
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protected |
◆ leftOffset
| Vector2 PrototypeBaseEntity.leftOffset |
◆ objectHealth
◆ patrolZonePrefab
◆ rb
| Rigidbody2D PrototypeBaseEntity.rb |
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protected |
◆ rightOffset
| Vector2 PrototypeBaseEntity.rightOffset |
◆ CurrentPatrolZone
◆ EState
The documentation for this class was generated from the following file: