Class NPCSystem
Handles NPCs running every tick.
Inheritance
System.Object
NPCSystem
Assembly: Content.Server.dll
Syntax
public sealed class NPCSystem : EntitySystem
Properties
|
Improve this Doc
View Source
Enabled
Whether any NPCs are allowed to run at all.
Declaration
public bool Enabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
Methods
|
Improve this Doc
View Source
Initialize()
Declaration
public override void Initialize()
|
Improve this Doc
View Source
IsAwake(EntityUid, HTNComponent, ActiveNPCComponent)
Is the NPC awake and updating?
Declaration
public bool IsAwake(EntityUid uid, HTNComponent component, ActiveNPCComponent active = null)
Parameters
Returns
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
OnMobStateChange(EntityUid, HTNComponent, MobStateChangedEvent)
Declaration
public void OnMobStateChange(EntityUid uid, HTNComponent component, MobStateChangedEvent args)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
HTNComponent |
component |
|
Content.Shared.Mobs.MobStateChangedEvent |
args |
|
|
Improve this Doc
View Source
OnNPCMapInit(EntityUid, HTNComponent, MapInitEvent)
Declaration
public void OnNPCMapInit(EntityUid uid, HTNComponent component, MapInitEvent args)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
HTNComponent |
component |
|
MapInitEvent |
args |
|
|
Improve this Doc
View Source
OnNPCShutdown(EntityUid, HTNComponent, ComponentShutdown)
Declaration
public void OnNPCShutdown(EntityUid uid, HTNComponent component, ComponentShutdown args)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
HTNComponent |
component |
|
ComponentShutdown |
args |
|
|
Improve this Doc
View Source
OnPlayerNPCAttach(EntityUid, HTNComponent, PlayerAttachedEvent)
Declaration
public void OnPlayerNPCAttach(EntityUid uid, HTNComponent component, PlayerAttachedEvent args)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
HTNComponent |
component |
|
Robust.Server.GameObjects.PlayerAttachedEvent |
args |
|
|
Improve this Doc
View Source
OnPlayerNPCDetach(EntityUid, HTNComponent, PlayerDetachedEvent)
Declaration
public void OnPlayerNPCDetach(EntityUid uid, HTNComponent component, PlayerDetachedEvent args)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
HTNComponent |
component |
|
Robust.Server.GameObjects.PlayerDetachedEvent |
args |
|
|
Improve this Doc
View Source
SetBlackboard(EntityUid, String, Object, HTNComponent)
Declaration
public void SetBlackboard(EntityUid uid, string key, object value, HTNComponent component = null)
Parameters
Type |
Name |
Description |
EntityUid |
uid |
|
System.String |
key |
|
System.Object |
value |
|
HTNComponent |
component |
|
|
Improve this Doc
View Source
Shutdown()
Declaration
public override void Shutdown()
|
Improve this Doc
View Source
SleepNPC(EntityUid, HTNComponent)
Declaration
public void SleepNPC(EntityUid uid, HTNComponent component = null)
Parameters
|
Improve this Doc
View Source
TryGetNpc(EntityUid, out NPCComponent)
Declaration
public bool TryGetNpc(EntityUid uid, out NPCComponent component)
Parameters
Returns
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
Update(Single)
Declaration
public override void Update(float frameTime)
Parameters
Type |
Name |
Description |
System.Single |
frameTime |
|
|
Improve this Doc
View Source
WakeNPC(EntityUid, HTNComponent)
Allows the NPC to actively be updated.
Declaration
public void WakeNPC(EntityUid uid, HTNComponent component = null)
Parameters