My Project
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a follow controller it will follow a given target or another biped. More...
#include <BipedController.h>
Public Member Functions | |
CFollowCtrler (CAIBase *pAI) | |
void | SetFollowTarget (const std::string &obj) |
const std::string & | GetFollowTarget () |
virtual void | FrameMove (float fDeltaTime) |
a virtual function which is called every frame to process the controller. More... | |
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CBipedController (CAIBase *pAI) | |
bool | IsActive () |
check whether the controller is active(not suspended). More... | |
virtual void | Suspend () |
suspend the controller, so it does not take effects on the next frame move. More... | |
virtual void | Resume () |
resume the controller. More... | |
virtual void | SetTime (float fTime) |
set the internal timer. More... | |
float | GetTime () |
get the current movie time | |
IGameObject * | GetClosestBiped (IGameObject *pInput) |
get the biped in the perceived biped list, which is closet to the current biped. More... | |
IGameObject * | FindBiped (IGameObject *pInput, const std::string &searchString) |
Find a biped with a matching name. More... | |
CBipedObject * | GetBiped () |
get the biped, to which this biped controller is associated. More... | |
void | SetAI (CAIBase *pAI) |
set the AI object to which this object is associated. More... | |
Additional Inherited Members | |
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float | m_fTimeElapsed |
total time elapsed since the controller is active(not suspended). More... | |
a follow controller it will follow a given target or another biped.
please note that the controller will only follow an object within its perceptive radius.
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virtual |
a virtual function which is called every frame to process the controller.
fDeltaTime | the time elapsed since the last frame move is called. |
pInput | It holds any information that is perceived by a Active Biped object |
Reimplemented from ParaEngine::CBipedController.