_patrolIndex (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | protected |
_state (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | protected |
_target (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | protected |
Approach (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
Attack (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
attack(bool startup) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
Awake() (defined in AdventureSouls.SoulsEnemyCharacter) | AdventureSouls.SoulsEnemyCharacter | inlineprotected |
changeNPCState(NPCState state, CharacterBase target, bool startup=false) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
die(Vector3 force) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotected |
getData() (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
Idle (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
idle(bool startup) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
IsExternallyScripted (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
Loot (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
NPCState enum name (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
OnDamageReceive(DamageEvent e) | AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | inline |
onHit(CharacterBase character) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
PostDamageReceive(IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inline |
AdventureSouls::SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory >.PostDamageReceive(IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) | AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | inline |
PreDamageReceive(IDamageSender sender, IDamageReceiver receiver) | AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | inline |
Recover (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
setData() (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
Start() (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotected |
State (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
Target (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | |
think(bool startup=false) (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |
TriggerArea (defined in AdventureSouls.SoulsEnemyCharacter) | AdventureSouls.SoulsEnemyCharacter | |
Update() (defined in AdventureSouls.SoulsNonPlayerCharacter) | AdventureSouls.SoulsNonPlayerCharacter | inlineprotectedvirtual |