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    Interface IFollowSettings

    Configures how the character follow component behaves.

    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IFollowSettings

    Properties

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    FollowBetweenRooms

    Should the character follow the target when the target moves to a different room?

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

    true if follow between rooms; otherwise, false.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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
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    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.

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    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.

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    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.

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    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.

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    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.

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    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
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    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
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    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
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    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.

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