Table of Contents

Class PetAttackingState

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Pet combat preset. A plain melee-tuned attacking state with pet-appropriate defaults.

[CreateAssetMenu(fileName = "New AI Pet Attacking State", menuName = "FishMMO/Character/NPC/AI/Pet Attacking State", order = 7)]
public class PetAttackingState : BaseAttackingState, ICachedObject
Inheritance
Object
ScriptableObject
PetAttackingState
Implements
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Remarks

Behaviourless by design. Everything that makes a pet's combat different from a wild NPC's — leashing to a moving owner and returning to heel instead of wandering off — lives in BaseAttackingState and applies to any attacking state a pet is given. That matters: it means a pet healer can use HealerAttackingState and a pet tank can use DefenderAttackingState and both still behave like pets, which would be impossible if the pet rules lived in a subclass they would have to inherit from instead.

Use this asset type for a straightforward melee pet; use the archetype states directly for anything else.