Romestead Assembly Reference

CandideServer.Entities.Controllers.Enemies.ServerFallenController

Type JSON

public class in CandideServer.Entities.Controllers.Enemies

Methods3
Properties0
Fields24
Events0
Type metadata

Relationships

Fields

NameVisibilitySignature
AttackCooldownTimerprivateprivate System.String AttackCooldownTimer
AttackOnCooldownprivateprivate System.String AttackOnCooldown
CurrentPatrolPointPositionprivateprivate System.String CurrentPatrolPointPosition
CurrentPatrolPointStopTimeprivateprivate System.String CurrentPatrolPointStopTime
IsBurningpublicpublic System.Boolean IsBurning
TargetEntityprivateprivate System.String TargetEntity
WanderDurationTimerprivateprivate System.String WanderDurationTimer
_attackChargeDurationprivateprivate System.Single _attackChargeDuration
_attackCooldownprivateprivate System.Single _attackCooldown
_attackMovementLockDurationprivateprivate System.Single _attackMovementLockDuration
_attackRangeprivateprivate System.Single _attackRange
_attackSpellprivateprivate System.String _attackSpell
_attackSpellTriggerDelayprivateprivate System.Single _attackSpellTriggerDelay
_isPatrollerprivateprivate System.Boolean _isPatroller
_patrolModeprivateprivate CandideServer.Entities.BehaviorMachine.Modules.Nodes.Schmovement.PatrolMode _patrolMode
_patrolRouteprivateprivate System.String _patrolRoute
_patrolRouteStartIndexprivateprivate System.Int32 _patrolRouteStartIndex
_pauseDurationAfterLosingAggroprivateprivate System.Single _pauseDurationAfterLosingAggro
_runSpeedprivateprivate System.Single _runSpeed
_shouldWanderHomeprivateprivate System.Boolean _shouldWanderHome
_walkSpeedprivateprivate System.Single _walkSpeed
_wanderDistanceprivateprivate System.ValueTuple<System.Single, System.Single> _wanderDistance
_wanderHomeRadiusprivateprivate System.Single _wanderHomeRadius
_wanderIdleDurationprivateprivate System.ValueTuple<System.Single, System.Single> _wanderIdleDuration

Methods

CreateStateMachine

public BM.StateMachine CreateStateMachine()

Method metadata
  • Visibilitypublic
  • Return typeBM.StateMachine
  • StaticFalse
  • VirtualTrue
  • HashD39A180ADB20F7819E1BCE664A39CDFC4580E918924588556F58C9AEB1C95E80
  • Body hash6EABADC1D2D1FE9E2CFB974ABC29F679B1736631423DFCE7C2553B9F5BFB34A0
  • IL size3152
Referenced calls
  • ServerFallenController.<>c__DisplayClass26_0::.ctor()
  • BM.SMBuilder::.ctor()
  • BM.SMBuilder::Branch(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.SMBuilder>::Branch(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>::Branch(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>::Branch(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>>::Leaf(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>>::Branch(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>>>::Leaf(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>>>::End()
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>>::End()
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>::End()
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>::Leaf(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>::End()
  • BM.StateBuilder<BM.SMBuilder>::Leaf(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.SMBuilder>::End()
  • BM.SMBuilder::Build()
  • BM.BTBuilderPool::Get()
  • BM.ParallelSequence::.ctor(System.Boolean)
  • BM.BTBuilder::Composite(BM.Composite)
  • BM.TryGetThreateningEntity::.ctor(System.String)
  • BM.BTBuilder::Leaf(BM.Leaf)
  • BM.NodeArg<System.Single>::op_Implicit(T)
  • BM.CooldownTimer::.ctor(BM.Blackboard, BM.NodeArg<System.Single>, System.String, System.String)
  • BM.BTBuilder::End()
  • BM.BTBuilder::Build()
  • BM.State::set_UpdateBehaviorTree(BM.BehaviorTree)
  • BM.State::AddStartChildTransition(BM.State)
  • BM.HasThreateningEntity::.ctor(Node.Status)
  • BM.ConditionHelper::Leaf(BM.Leaf)
  • BM.Transition::set_Condition(BM.IBaseCondition)
  • ServerFallenController.<>c__DisplayClass26_0::<CreateStateMachine>b__0(BM.BTUpdateContext, BM.Blackboard, System.Object[])
String literals
  • base
  • normal
  • passive
  • wander
  • no_player_nearby
  • player_nearby
  • walk
  • idle
  • walkHome
  • patrol
  • aggro
  • chase
  • attack
  • flee
  • targetEntity
  • attackCooldownTimer

EntityInitialize

public System.Void EntityInitialize()

Method metadata
  • Visibilitypublic
  • Return typeSystem.Void
  • StaticFalse
  • VirtualTrue
  • HashAF33B86E629E1387576FE665341E4C174193E112D5933A5AB039E238EE293BE2
  • Body hash6B08F0C46C9BD8A779BDDAC7E2D7211A49FF033D3F751B96E8E5EB002ABBDC67
  • IL size628
Referenced calls
String literals
  • is_burning_fallen
  • walk_speed
  • run_speed
  • should_wander_home
  • wander_home_radius
  • min_wander_distance
  • max_wander_distance
  • min_wander_idle_duration
  • max_wander_idle_duration
  • attack_spell
  • attack_range
  • attack_charge_time
  • attack_spell_trigger_delay
  • attack_movement_lock_duration
  • attack_cooldown
  • is_patroller

OnDamaged

public System.Void OnDamaged(Shared.Combat.DamageResult damageResult)

Method metadata
  • Visibilitypublic
  • Return typeSystem.Void
  • StaticFalse
  • VirtualTrue
  • Hash0981B47C41934D9F8C8495A08CE18290AE8E29571F712709BDDAA500ACA9488C
  • Body hash89874D0B859A62F2DD086A43305DC2DE06AD180A9646853D002645E537C33409
  • IL size181
Referenced calls