Romestead Assembly Reference

CandideServer.Entities.Controllers.Enemies.ServerMagusVenusController

Type JSON

public class in CandideServer.Entities.Controllers.Enemies

Methods4
Properties0
Fields39
Events0
Type metadata

Relationships

Fields

NameVisibilitySignature
FleeTimerprivateprivate System.String FleeTimer
NormalAttackCooldownTimerprivateprivate System.String NormalAttackCooldownTimer
NormalAttackOnCooldownprivateprivate System.String NormalAttackOnCooldown
SpecialAttackCooldownTimerprivateprivate System.String SpecialAttackCooldownTimer
SpecialAttackOnCooldownprivateprivate System.String SpecialAttackOnCooldown
TargetEntityprivateprivate System.String TargetEntity
TargetPositionprivateprivate System.String TargetPosition
_fleeChanceProgressionprivateprivate System.Single _fleeChanceProgression
_fleeRangeprivateprivate System.Single _fleeRange
_idleRangeprivateprivate System.Single _idleRange
_initialFleeChanceprivateprivate System.Single _initialFleeChance
_isFacingKnockBackDirectionAngleThresholdDegprivateprivate System.Single _isFacingKnockBackDirectionAngleThresholdDeg
_isFallingprivateprivate System.Boolean _isFalling
_knockBackDirectionprivateprivate Microsoft.Xna.Framework.Vector3 _knockBackDirection
_losWidthprivateprivate System.Single _losWidth
_maxAttacksInARowprivateprivate System.Int32 _maxAttacksInARow
_maxFleeDurationprivateprivate System.Single _maxFleeDuration
_minFleeDurationprivateprivate System.Single _minFleeDuration
_normalAttackChargeDurationprivateprivate System.Single _normalAttackChargeDuration
_normalAttackCooldownprivateprivate System.Single _normalAttackCooldown
_normalAttackMovementLockDurationprivateprivate System.Single _normalAttackMovementLockDuration
_normalAttackRangeprivateprivate System.Single _normalAttackRange
_normalAttackSpellprivateprivate System.String _normalAttackSpell
_normalAttackSpellTriggerDelayprivateprivate System.Single _normalAttackSpellTriggerDelay
_pauseDurationAfterLosingAggroprivateprivate System.Single _pauseDurationAfterLosingAggro
_runSpeedprivateprivate System.Single _runSpeed
_shouldWanderHomeprivateprivate System.Boolean _shouldWanderHome
_specialAttackChargeDurationprivateprivate System.Single _specialAttackChargeDuration
_specialAttackCooldownprivateprivate System.Single _specialAttackCooldown
_specialAttackMovementLockDurationprivateprivate System.Single _specialAttackMovementLockDuration
_specialAttackRangeprivateprivate System.Single _specialAttackRange
_specialAttackSpellprivateprivate System.String _specialAttackSpell
_specialAttackSpellTriggerDelayprivateprivate System.Single _specialAttackSpellTriggerDelay
_stopFleeingRangeprivateprivate System.Single _stopFleeingRange
_walkSpeedprivateprivate System.Single _walkSpeed
_wanderDistanceprivateprivate System.ValueTuple<System.Single, System.Single> _wanderDistance
_wanderHomeRadiusprivateprivate System.Single _wanderHomeRadius
_wanderIdleDurationprivateprivate System.ValueTuple<System.Single, System.Single> _wanderIdleDuration
_wasKnockbackedThisFrameprivateprivate System.Boolean _wasKnockbackedThisFrame

Methods

CreateStateMachine

public BM.StateMachine CreateStateMachine()

Method metadata
  • Visibilitypublic
  • Return typeBM.StateMachine
  • StaticFalse
  • VirtualTrue
  • Hash46A2610AA76A409318D20F53DAE3599642B37179C6980343774B3382A338ED81
  • Body hash92BB92EF79ABE0275883825F277A8018A070730C2F763ABEBAACA04B98D30DD9
  • IL size4463
Referenced calls
  • 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>>>::Leaf(System.String, BM.State&, System.Int32, System.Int32)
  • BM.StateBuilder<BM.StateBuilder<BM.StateBuilder<BM.SMBuilder>>>::End()
  • 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.Sequence::.ctor()
  • BM.Wait::.ctor(BM.NodeArg<System.Single>, System.String)
  • CandideServer.Entities.Controllers.Enemies.ServerMagusVenusController::<CreateStateMachine>b__43_0(BM.BTUpdateContext, BM.Blackboard, System.Object[])
  • System.Action<BM.BTUpdateContext, BM.Blackboard, System.Object[]>::.ctor(System.Object, System.IntPtr)
  • System.Array::Empty()
  • BM.CustomVoid::.ctor(System.Action<BM.BTUpdateContext, BM.Blackboard, System.Object[]>, System.Object[])
String literals
  • base
  • mobile
  • passive
  • wander
  • no_player_nearby
  • player_nearby
  • walk
  • idle
  • walkHome
  • aggroed
  • chasing
  • normalAttack
  • specialAttack
  • fleeing
  • stunned
  • targetEntity

EntityInitialize

public System.Void EntityInitialize()

Method metadata
  • Visibilitypublic
  • Return typeSystem.Void
  • StaticFalse
  • VirtualTrue
  • HashFF3A420A24D60141C86763A5B9E732785C1CBBD67385ED43E0FF7BC4BEDD8974
  • Body hash765E68047F52D34CE4FAEF13B78AE8D605571FDD107393AF3AB66290D61F7290
  • IL size1002
Referenced calls
String literals
  • walk_speed
  • run_speed
  • should_wander_home
  • wander_home_radius
  • min_wander_distance
  • max_wander_distance
  • min_wander_idle_duration
  • max_wander_idle_duration
  • normal_attack_spell
  • normal_attack_range
  • normal_attack_charge_duration
  • normal_attack_spell_trigger_delay
  • normal_attack_movement_lock_duration
  • normal_attack_cooldown
  • special_attack_spell
  • special_attack_range

OnDamaged

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

Method metadata
  • Visibilitypublic
  • Return typeSystem.Void
  • StaticFalse
  • VirtualTrue
  • Hash207F38B609F4D5E903E1094CCB13D62617678CCC9D2FCD3B5C4845AAEEE8CA50
  • Body hash7AB8F181FCE7215BB2E586D98B858B617738FA4D6CCB043079AA768D97BD1A1F
  • IL size135
Referenced calls