Class Agent
Base class for Agents, including Clutter and Living agents
Implements
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class Agent : object, Killable
Properties
CurrentTile
Get the Tile this Agent is standing on.
Declaration
public Tile CurrentTile { get; }
Property Value
Type | Description |
---|---|
Tile |
Faction
Get or set this Agent's Faction.
Declaration
public Faction Faction { get; set; }
Property Value
Type | Description |
---|---|
Faction |
GridPosition
The Agent's position on the Grid.
Declaration
public Point GridPosition { get; }
Property Value
Type | Description |
---|---|
Point |
Health
The health (hit points) this Agent has
Declaration
public int Health { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
IsBullet
Is this a Bullet?
Declaration
public bool IsBullet { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClutter
Is this Clutter?
Declaration
public bool IsClutter { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsLiving
Is this a living object (Living)?
Declaration
public bool IsLiving { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsWall
Is this a Wall?
Declaration
public bool IsWall { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
MaxHealth
The maximum health (hit points) this Agent can have
Declaration
public int MaxHealth { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
Name
The name of this Agent
Declaration
public string Name { get; set; }
Property Value
Type | Description |
---|---|
System.String |
Position
The Point where this Agent lies
Declaration
public Point Position { get; set; }
Property Value
Type | Description |
---|---|
Point |
Scene
The Scene this Agent is currently in
Declaration
public Scene Scene { get; }
Property Value
Type | Description |
---|---|
Scene |
Visible
Whether this Agent is visible or not.
Declaration
public bool Visible { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
Methods
Damage(Agent, Int32, Boolean, EWeaponDamageType, EIntegrityStrength)
Have attacker
"damage" this Agent. Note that this will fire AgentDamage.
Declaration
public int Damage(Agent attacker, int damage, bool critical, EWeaponDamageType damageType, EIntegrityStrength weaponpower)
Parameters
Type | Name | Description |
---|---|---|
Agent | attacker | The attacker |
System.Int32 | damage | |
System.Boolean | critical | If it's a critical hit, it's only to determine if the UI will show some feedback, it has no impact beside that as it's already handled byt the damage parameter |
EWeaponDamageType | damageType | The damage type |
EIntegrityStrength | weaponpower |
Returns
Type | Description |
---|---|
System.Int32 | The amount of damage that actually was inflicted to the victim |
Examples
Make an Agent damage itself every 10 seconds.
Mannequin:Import("Game")
Mannequin:Import("Event")
Mannequin:Import("EWeaponDamageType")
Mannequin:Import("Timer")
Event.On("Game", function()
local currScene = Game.GetActiveScene()
Timer.Every(5, function()
local agents = currScene.GetAgents()
for i=1,#agents,1 do
agents[i]:Damage(agents[i], 10, EWeaponDamageType.Impact)
end
end)
end)
Kill()
Kill this Agent, removing it from its respective Scene. Note that this will fire the AgentDeath.
Declaration
public void Kill()