Interface IFollowSettings
Configures how the character follow component behaves.
Namespace: AGS.API
Assembly: AGS.API.dll
Syntax
public interface IFollowSettings
Properties
| Improve this Doc View SourceFollowBetweenRooms
Should the character follow the target when the target moves to a different room?
Declaration
bool FollowBetweenRooms { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
|
MaxWaitBetweenWalks
Gets the maximum wait (in game ticks) the character wait between walks. This requires setting MinWaitBetweenWalks as well, and the wait time will be randomized each time between the minimum and maximum wait times.
Declaration
int MaxWaitBetweenWalks { get; }
Property Value
Type | Description |
---|---|
System.Int32 | The minimum wait between walks. |
MaxXOffset
The maximum horizontal distance the follower will keep from the target. This requires setting MinXOffset as well, and the distance will be randomized each time between the minimum and maximum x.
Declaration
float MaxXOffset { get; }
Property Value
Type | Description |
---|---|
System.Single | The maximum X Offset. |
MaxXOffsetForWanderOff
An optional maximum x offset for when wandering off (behaves similarly to MaxXOffset, just for the 'wander off' phase). If left out, the maximum x will be the right-most part of the room (regardless for where the target is).
Declaration
float? MaxXOffsetForWanderOff { get; }
Property Value
Type | Description |
---|---|
System.Nullable<System.Single> | The maximum X Offset for wandering off. |
MaxYOffset
The minimum vertical distance the follower will keep from the target. This requires setting MinYOffset as well, and the distance will be randomized each time between the minimum and maximum y.
Declaration
float MaxYOffset { get; }
Property Value
Type | Description |
---|---|
System.Single | The maximum Y Offset. |
MaxYOffsetForWanderOff
An optional maximum y offset for when wandering off (behaves similarly to MaxYOffset, just for the 'wander off' phase). If left out, the maximum y will be the top-most part of the room (regardless for where the target is).
Declaration
float? MaxYOffsetForWanderOff { get; }
Property Value
Type | Description |
---|---|
System.Nullable<System.Single> | The maximum Y Offset for wandering off. |
MinimumWalkingDistance
It might look silly for a character to walk just a few pixels. This allows you to set the minimum distance from its current position that the follower will walk.
Declaration
float MinimumWalkingDistance { get; }
Property Value
Type | Description |
---|---|
System.Single |
MinWaitBetweenWalks
Gets the minimum wait (in game ticks) the character wait between walks. This requires setting MaxWaitBetweenWalks as well, and the wait time will be randomized each time between the minimum and maximum wait times.
Declaration
int MinWaitBetweenWalks { get; }
Property Value
Type | Description |
---|---|
System.Int32 | The minimum wait between walks. |
MinXOffset
The minimum horizontal distance the follower will keep from the target. This requires setting MaxXOffset as well, and the distance will be randomized each time between the minimum and maximum x.
Declaration
float MinXOffset { get; }
Property Value
Type | Description |
---|---|
System.Single | The minimum X Offset. |
MinXOffsetForWanderOff
An optional minimum x offset for when wandering off (behaves similarly to MinXOffset, just for the 'wander off' phase). If left out, the minimum x will be the left-most part of the room (regardless for where the target is).
Declaration
float? MinXOffsetForWanderOff { get; }
Property Value
Type | Description |
---|---|
System.Nullable<System.Single> | The minimum X Offset for wandering off. |
MinYOffset
The minimum vertical distance the follower will keep from the target. This requires setting MaxYOffset as well, and the distance will be randomized each time between the minimum and maximum y.
Declaration
float MinYOffset { get; }
Property Value
Type | Description |
---|---|
System.Single | The minimum Y Offset. |
MinYOffsetForWanderOff
An optional minimum y offset for when wandering off (behaves similarly to MinYOffset, just for the 'wander off' phase). If left out, the minimum y will be the bottom-most part of the room (regardless for where the target is).
Declaration
float? MinYOffsetForWanderOff { get; }
Property Value
Type | Description |
---|---|
System.Nullable<System.Single> | The minimum y Offset for wandering off. |
StayOnTheSameSideForXPercentage
The probability (in percentage) that the character will stay on the same side of the target on the X axis (as opposed to getting around it)
Declaration
int StayOnTheSameSideForXPercentage { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
StayOnTheSameSideForYPercentage
The probability (in percentage) that the character will stay on the same side of the target on the Y axis (as opposed to getting around it)
Declaration
int StayOnTheSameSideForYPercentage { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
StayPutPercentage
The probability (in percentage) that the character will not move in the next walk, if she/he is already within allowed range of the target.
Declaration
int StayPutPercentage { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
WanderOffPercentage
The probability (in percentage) that the next character walk will not actually be towards the target, but wandering off to somewhere else in the room.
Declaration
int WanderOffPercentage { get; }
Property Value
Type | Description |
---|---|
System.Int32 | The wander off percentage. |