Game Development Reference
In-Depth Information
The
m_ObjectsAffected
variable holds the objects affected by the command, if any, in an
AIVehicleObjectsAffected
enumeration, mentioned previously.
private AIVehicleObjectsAffected m_ObjectsAffected;
The
m_NumberObjectsAffected
variable holds the number of objects affected by the command, if any.
private int m_NumberObjectsAffected;
The
m_DeltaAmount
variable holds the number of rounds to fire in one burst.
private float m_DeltaAmount;
The
m_DeltaIncrement
variable holds the firing delay time in milliseconds between bursts of the
weapon's fire.
private float m_DeltaIncrement;
The
m_MaxValue
variable holds a maximum value related to the command, if any.
private float m_MaxValue;
The
m_MinValue
variable holds a minimum value related to the command, if any.
private float m_MinValue;
The
MAX_WAYPOINTS
variable holds the maximum number of waypoints that can be held in this
command. Waypoints are a series of locations that are reached in sequence one after the other.
static int MAX_WAYPOINTS = 50;
The
m_NumberWayPoints
variables hold the number of waypoints that are actually being held in this
command.
private int m_NumberWayPoints = 0;
The
m_CurrentWayPointIndex
holds the index of the current waypoint that the vehicle is moving to.
private int m_CurrentWayPointIndex = 0;
The
m_WayPoints
array holds the values of the locations that the vehicle will move to.
private Vector3[] m_WayPoints = new Vector3[MAX_WAYPOINTS];
The
m_Target
variable holds the location that the tank will fire at, if any.
private Vector3 m_Target;
The
m_TargetObject
variable holds the object that the tank will fire at, if any.
private Object3d m_TargetObject;