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!_TAG_FILE_FORMAT 2 /extended format; --format=1 will not append ;" to lines/
!_TAG_FILE_SORTED 0 /0=unsorted, 1=sorted, 2=foldcase/
!_TAG_PROGRAM_AUTHOR Darren Hiebert /[email protected]/
!_TAG_PROGRAM_NAME Exuberant Ctags //
!_TAG_PROGRAM_URL http://ctags.sourceforge.net /official site/
!_TAG_PROGRAM_VERSION 5.8 //
CamTarget D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CamTarget.cs /^public class CamTarget : MonoBehaviour $/;" class line:4
target D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CamTarget.cs /^ public Transform target;$/;" field line:7 class:CamTarget
camSpeed D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CamTarget.cs /^ float camSpeed = 50.0f;$/;" field line:8 class:CamTarget file:
lerpPos D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CamTarget.cs /^ Vector3 lerpPos;$/;" field line:9 class:CamTarget file:
Update D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CamTarget.cs /^ void Update() $/;" method line:11 class:CamTarget file: signature:()
CharacterDemoController D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^public class CharacterDemoController : MonoBehaviour $/;" class line:7
animator D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ Animator animator;$/;" field line:9 class:CharacterDemoController file:
floorPlane D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public GameObject floorPlane;\/\/in this demonstration this is set manually, the Retail Ability system has methods for dealing with this automatically via data structures for environments$/;" field line:10 class:CharacterDemoController
WeaponState D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public int WeaponState=0;\/\/unarmed, 1H, 2H, bow, dual, pistol, rifle, spear and ss(sword and shield)$/;" field line:12 class:CharacterDemoController
wasAttacking D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public bool wasAttacking;\/\/ we need this so we can take lock the direction we are facing during attacks, mecanim sometimes moves past the target which would flip the character around wildly$/;" field line:13 class:CharacterDemoController
rotateSpeed D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ float rotateSpeed = 20.0f; \/\/used to smooth out turning$/;" field line:15 class:CharacterDemoController file:
movementTargetPosition D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public Vector3 movementTargetPosition;$/;" field line:17 class:CharacterDemoController
attackPos D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public Vector3 attackPos;$/;" field line:18 class:CharacterDemoController
lookAtPos D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public Vector3 lookAtPos;$/;" field line:19 class:CharacterDemoController
gravity D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ float gravity = 0.3f;\/\/unused in this demonstration$/;" field line:20 class:CharacterDemoController file:
hit D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ RaycastHit hit;$/;" field line:22 class:CharacterDemoController file:
ray D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ Ray ray;$/;" field line:23 class:CharacterDemoController file:
rightButtonDown D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ public bool rightButtonDown=false;\/\/we use this to "skip out" of consecutive right mouse down...$/;" field line:25 class:CharacterDemoController
Start D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ void Start () $/;" method line:28 class:CharacterDemoController file: signature:()
Update D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ void Update () $/;" method line:35 class:CharacterDemoController file: signature:()
OnGUI D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\CharacterDemoController.cs /^ void OnGUI()$/;" method line:176 class:CharacterDemoController file: signature:()
TurnOffRenderers D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Editor\TurnOffRenderers.cs /^public class TurnOffRenderers : ScriptableObject$/;" class line:8
MenuDumpModels D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Editor\TurnOffRenderers.cs /^ static void MenuDumpModels()$/;" method line:11 class:TurnOffRenderers file: signature:()
MouseOrbit D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^public class MouseOrbit : MonoBehaviour $/;" class line:4
target D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ public Transform target;$/;" field line:6 class:MouseOrbit
distance D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float distance = 15f;$/;" field line:7 class:MouseOrbit file:
xSpeed D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float xSpeed = 4.0f;$/;" field line:8 class:MouseOrbit file:
ySpeed D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float ySpeed = 1.0f;$/;" field line:9 class:MouseOrbit file:
x D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float x = 0.0f;$/;" field line:10 class:MouseOrbit file:
y D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float y = 2.0f;$/;" field line:11 class:MouseOrbit file:
Start D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ void Start () $/;" method line:14 class:MouseOrbit file: signature:()
LateUpdate D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ void LateUpdate () $/;" method line:28 class:MouseOrbit file: signature:()
ClampAngle D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^ float ClampAngle (float angle) $/;" method line:61 class:MouseOrbit file: signature:(float angle)
OnGUI D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\MouseOrbit.cs /^void OnGUI()$/;" method line:70 class:MouseOrbit file: signature:()
Outfitter D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^public class Outfitter : MonoBehaviour $/;" class line:9
ac D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ CharacterDemoController ac;$/;" field line:12 class:Outfitter file:
oldWeaponIndex D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ int oldWeaponIndex;$/;" field line:13 class:Outfitter file:
weapons D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ public List<WeaponSlot> weapons;$/;" field line:15 class:Outfitter
Start D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ void Start () $/;" method line:18 class:Outfitter file: signature:()
Update D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ void Update () $/;" method line:36 class:Outfitter file: signature:()
WeaponSlot D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^public class WeaponSlot$/;" class line:53
models D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\Outfitter.cs /^ public List<Renderer> models = new List<Renderer>();$/;" field line:56 class:WeaponSlot
RootMotionOff D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\RootMotionOff.cs /^public class RootMotionOff : StateMachineBehaviour $/;" class line:4
ColliderTestTime D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\RootMotionOff.cs /^ public float ColliderTestTime;$/;" field line:6 class:RootMotionOff
OnStateEnter D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\RootMotionOff.cs /^ override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) $/;" method line:9 class:RootMotionOff signature:(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
OnStateExit D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\RootMotionOff.cs /^ override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) $/;" method line:20 class:RootMotionOff signature:(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
SkinnedMeshCombiner D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\SkinnedMeshCombiner.cs /^public class SkinnedMeshCombiner : MonoBehaviour $/;" class line:12
baseMat D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\SkinnedMeshCombiner.cs /^ Material baseMat;$/;" field line:14 class:SkinnedMeshCombiner file:
newSkin D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\SkinnedMeshCombiner.cs /^ SkinnedMeshRenderer newSkin;$/;" field line:15 class:SkinnedMeshCombiner file:
smRenderers D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\SkinnedMeshCombiner.cs /^ List<SkinnedMeshRenderer> smRenderers;$/;" field line:16 class:SkinnedMeshCombiner file:
Start D:\workspace\Unity Projects\AI Study\Assets\Resources\Models\AllStarCharacterLibrary\Scripts\SkinnedMeshCombiner.cs /^ void Start() $/;" method line:18 class:SkinnedMeshCombiner file: signature:()
MonsterCtrl D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^public class MonsterCtrl : MonoBehaviour$/;" class line:4
_playerTransform D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private Transform _playerTransform;$/;" field line:6 class:MonsterCtrl file:
_monsterTransform D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private Transform _monsterTransform;$/;" field line:7 class:MonsterCtrl file:
traceRange D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private double traceRange = 5.0;$/;" field line:9 class:MonsterCtrl file:
attackRange D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private double attackRange = 2.0;$/;" field line:10 class:MonsterCtrl file:
_attackrangeDefault D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private const double _attackrangeDefault = 2.0;$/;" field line:12 class:MonsterCtrl file:
targetVisible D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private bool targetVisible;$/;" field line:14 class:MonsterCtrl file:
_myState D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private IState _myState;$/;" field line:15 class:MonsterCtrl file:
_isDie D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private readonly bool _isDie = false;$/;" field line:16 class:MonsterCtrl file:
Start D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ void Start () {$/;" method line:19 class:MonsterCtrl file: signature:()
Update D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ void Update () {$/;" method line:29 class:MonsterCtrl file: signature:()
Run D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ private IEnumerator Run()$/;" method line:33 class:MonsterCtrl file: signature:()
Detect D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public bool Detect()$/;" method line:43 class:MonsterCtrl signature:()
GetDistance D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public double GetDistance(Vector3 target)$/;" method line:51 class:MonsterCtrl signature:(Vector3 target)
GetCheckpoint D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public Vector3 GetCheckpoint()$/;" method line:57 class:MonsterCtrl signature:()
SetCheckpoint D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public bool SetCheckpoint(Vector3 checkpoint)$/;" method line:62 class:MonsterCtrl signature:(Vector3 checkpoint)
Move D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public void Move()$/;" method line:69 class:MonsterCtrl signature:()
PaceAround D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public void PaceAround()$/;" method line:75 class:MonsterCtrl signature:()
GetTargetVisible D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public bool GetTargetVisible()$/;" method line:80 class:MonsterCtrl signature:()
ChangeState D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public void ChangeState(IState state)$/;" method line:85 class:MonsterCtrl signature:(IState state)
IsAttackable D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public bool IsAttackable()$/;" method line:90 class:MonsterCtrl signature:()
Attack D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\MonsterCtrl.cs /^ public void Attack()$/;" method line:97 class:MonsterCtrl signature:()
PlayerCtrl D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\PlayerCtrl.cs /^public class PlayerCtrl : MonoBehaviour {$/;" class line:4
Start D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\PlayerCtrl.cs /^ void Start () {$/;" method line:7 class:PlayerCtrl file: signature:()
Update D:\workspace\Unity Projects\AI Study\Assets\Scripts\Ctrl\PlayerCtrl.cs /^ void Update () {$/;" method line:12 class:PlayerCtrl file: signature:()
AttackState D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\AttackState.cs /^public class AttackState : IState$/;" class line:5
Run D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\AttackState.cs /^ public void Run(MonsterCtrl monster)$/;" method line:7 class:AttackState signature:(MonsterCtrl monster)
IState D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\IState.cs /^public interface IState$/;" interface line:3
Run D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\IState.cs /^ void Run(MonsterCtrl monster);$/;" method line:5 interface:IState signature:(MonsterCtrl monster)
PatrolState D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\PatrolState.cs /^public class PatrolState : IState$/;" class line:4
Run D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\PatrolState.cs /^ public void Run(MonsterCtrl monster)$/;" method line:6 class:PatrolState signature:(MonsterCtrl monster)
StateManager D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^public class StateManager{$/;" class line:2
State D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ public enum State$/;" enum line:4 class:StateManager
Patrol D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ Patrol,$/;" enumerator line:6 enum:StateManager.State file:
Trace D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ Trace,$/;" enumerator line:7 enum:StateManager.State file:
Attack D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ Attack$/;" enumerator line:8 enum:StateManager.State file:
StateList D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ private static readonly IState[] StateList = {$/;" field line:11 class:StateManager file:
GetIState D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\StateManager.cs /^ public static IState GetIState(State state)$/;" method line:17 class:StateManager signature:(State state)
TraceState D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\TraceState.cs /^public class TraceState : IState$/;" class line:5
Run D:\workspace\Unity Projects\AI Study\Assets\Scripts\FSM\TraceState.cs /^ public void Run(MonsterCtrl monster)$/;" method line:7 class:TraceState signature:(MonsterCtrl monster)