Capycore Engine  0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
Loading...
Searching...
No Matches
AIController Member List

This is the complete list of members for AIController, including all inherited members.

active() const noexceptComponent
active(bool value) noexceptComponent
add_on_attach(const std::function< void(Component &)> &action)Component
add_on_detach(const std::function< void(Component &)> &action)Component
add_on_patrol_complete_action(std::function< void(AIController &)> action)AIController
AIController(GameObject &pathfinding_game_object)AIController
chase(float dt)AIController
clear_chase_target()AIController
clear_patrol_target()AIController
Component()Componentexplicit
disable_draw() noexceptRenderable
disable_graph_traversal() noexceptAIController
drawRenderableprotected
enable_draw() noexceptRenderable
enable_graph_traversal() noexceptAIController
get_arrival_threshold() constAIController
get_chase_target() constAIController
get_height() constAIController
get_mode() constAIController
get_path()AIController
get_patrol_target() constAIController
get_speed() constAIController
get_width() constAIController
mark_for_deletion() noexceptComponent
marked_for_deletion() const noexceptComponent
on_attach()Componentvirtual
on_deserialize(const std::vector< uint8_t > &, size_t &)Componentvirtual
on_detach()Componentvirtual
on_serialize(std::vector< uint8_t > &) constComponentvirtual
order_in_layer(int layer)Renderable
order_in_layer() constRenderable
ordering_layer_Renderableprotected
parent() const noexceptComponent
parent() noexceptComponent
parent(GameObject &parent)Component
parent(std::nullopt_t nullopt)Component
patrol(float dt)AIController
remove_on_attach(size_t index)Component
remove_on_detach(size_t index)Component
remove_on_patrol_complete_action(size_t index)AIController
render_strategy() constRenderablevirtual
render_strategy_Renderableprotected
Renderable()Renderableexplicit
Renderable(int layer)Renderableexplicit
set_arrival_threshold(float threshold)AIController
set_chase_target(GameObject &target)AIController
set_height(float height)AIController
set_mode(AIControllerMode mode)AIController
set_patrol_target(GameObject &target)AIController
set_render_strategy(Component &component)Renderable
set_speed(float speed)AIController
set_width(float width)AIController
should_draw() const noexceptRenderable
try_traverse_graph(Transform &source, Transform &target, float dt)AIController
type_name() const overrideAIControllervirtual
update(float dt) overrideAIControllervirtual
~Component()=defaultComponentvirtual
~Renderable() override=defaultRenderable