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Class Living

Living, moving agents (i.e. survivors, bandits, zombies, trade jeeps...)

Inheritance
System.Object
Agent
Living
Implements
Killable
Inherited Members
Agent.Position
Agent.CurrentTile
Agent.GridPosition
Agent.IsLiving
Agent.IsClutter
Agent.IsBullet
Agent.IsWall
Agent.Name
Agent.Health
Agent.MaxHealth
Agent.Visible
Agent.Faction
Agent.Kill()
Agent.Damage(Agent, Int32, Boolean, EWeaponDamageType, EIntegrityStrength)
Agent.Scene
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class Living : Agent, Killable

Constructors

Living(LivingData, Faction, Point, Scene)

Create a mobile, living agent.

Declaration
public Living(LivingData data, Faction faction, Point position = null, Scene scene = null)
Parameters
Type Name Description
LivingData data
Faction faction

The Faction that this Living belongs to (default: player)

Point position

The point to place this Living at (default: 0, 0)

Scene scene

The Scene to place this Living in (default: current scene)

Living(String, Faction, Point, Scene)

Create a mobile, living agent.

Declaration
public Living(string baseData, Faction faction, Point position = null, Scene scene = null)
Parameters
Type Name Description
System.String baseData

A template for the creation of this Humanoid (see data/npc)

Faction faction

The Faction that this Humanoid belongs to (default: player)

Point position

The point to place this Humanoid at (default: 0, 0)

Scene scene

The Scene to place this Humanoid in (default: current scene)

Properties

AI

This Living's current AI

Declaration
public AI AI { get; set; }
Property Value
Type Description
AI

Body

Get the body graph attached to this agent

Declaration
public BodyGraph Body { get; set; }
Property Value
Type Description
BodyGraph

CurrentAnimation

This Living's current EAnimationType

Declaration
public EAnimationType CurrentAnimation { get; set; }
Property Value
Type Description
EAnimationType

Data

The data used to create and shape this Living.

Declaration
public LivingData Data { get; }
Property Value
Type Description
LivingData

EquippedWeapon

Get this Living's currently-equipped Weapon.

Declaration
public Weapon EquippedWeapon { get; }
Property Value
Type Description
Weapon

This Living's currently-equipped weapon, or if not equipped.

Inventory

This Living's inventory

Declaration
public Inventory Inventory { get; }
Property Value
Type Description
Inventory

IsSickOrWounded

Whether this Living is sick or wounded.

Declaration
public bool IsSickOrWounded { get; }
Property Value
Type Description
System.Boolean

Traits

The Trait this Living has

Declaration
public List<Trait> Traits { get; }
Property Value
Type Description
List<Trait>

Methods

AddTrait(Trait, Double, Boolean, Boolean)

Add a Trait to this Living

Declaration
public void AddTrait(Trait trait, double durationInHours = null, bool allowDuplicateTrait = false, bool replace = false)
Parameters
Type Name Description
Trait trait

The trait to add

System.Double durationInHours

The duration in hours (0 = permanent)

System.Boolean allowDuplicateTrait

Add this trait again even if it already exists on the agent

System.Boolean replace

ReloadWeapon()

Tell this Agent to reload the Weapon they are holding.

Declaration
public bool ReloadWeapon()
Returns
Type Description
System.Boolean

Whether the Weapon could be successfully reloaded

See Also
Reload(Agent)
ReloadWeapon(Weapon)

ReloadWeapon(Weapon)

Tell this Agent to reload a Weapon they are holding.

Declaration
public bool ReloadWeapon(Weapon weapon)
Parameters
Type Name Description
Weapon weapon

The weapon to reload.

Returns
Type Description
System.Boolean

Whether the Weapon could be successfully reloaded

See Also
Reload(Agent)
ReloadWeapon()

RemoveTrait(Trait)

Remove a Trait from this Living

Declaration
public void RemoveTrait(Trait trait)
Parameters
Type Name Description
Trait trait

The trait to remove

Implements

Killable
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