Table of Contents

Class RangedAttackingState

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Ranged archetype preset (archers, hunters, gunners). Holds a working distance, kites when the target closes, and breaks away hard once the target is inside the panic radius.

[CreateAssetMenu(fileName = "New AI Ranged Attacking State", menuName = "FishMMO/Character/NPC/AI/Ranged Attacking State", order = 2)]
public class RangedAttackingState : BaseAttackingState, ICachedObject
Inheritance
Object
ScriptableObject
RangedAttackingState
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: ranged combat is BaseAttackingState with a non-zero PreferredDistance and MinComfortDistance. Assign a strafe asset with KeepsCombatTarget enabled to VarietyStates to get shoot-and-move behaviour.