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Rhosyn Celyn (talk | contribs) Created page with "= GPhys.Types.Objects.Hunter = thumb|right|300px|Hunter (placeholder image) '''GPhys.Types.Objects.Hunter''' is a three-legged synth that is large enough to be imposing but small enough to enter buildings. == Accessible Variables == ; NpcClass : Always returns "Combine". ; animator : The Animator controlling Hunter's animations. ; agent : The NavMeshAgent for pathfinding and movement. ; audioSource : The AudioSource for playing sounds. ; eyeBottom..." |
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= GPhys.Types.Objects.Hunter = | = GPhys.Types.Objects.Hunter = | ||
[[File:Hunter.png|thumb|right|300px|Hunter | [[File:Hunter.png|thumb|right|300px|Hunter]] | ||
'''GPhys.Types.Objects.Hunter''' is a three-legged synth that is large enough to be imposing but small enough to enter buildings. | '''GPhys.Types.Objects.Hunter''' is a three-legged synth that is large enough to be imposing but small enough to enter buildings. | ||
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== Inherited from GNPC == | == Inherited from GNPC == | ||
See [[ | See [[GNPC]] for inherited health, ragdoll, mind control, and utility methods. | ||
---- | ---- | ||
''This page documents the Hunter NPC in GPhys.' | ''This page documents the Hunter NPC in GPhys.' | ||
Latest revision as of 22:16, 1 May 2026
GPhys.Types.Objects.Hunter

GPhys.Types.Objects.Hunter is a three-legged synth that is large enough to be imposing but small enough to enter buildings.
Accessible Variables
- NpcClass
- Always returns "Combine".
- animator
- The Animator controlling Hunter's animations.
- agent
- The NavMeshAgent for pathfinding and movement.
- audioSource
- The AudioSource for playing sounds.
- eyeBottom, eyeTop
- Transforms for the Hunter's lower and upper eyes.
- flechetteBottom, flechetteTop
- Transforms for flechette firing points.
- flechetteMuzzleBottom, flechetteMuzzleTop
- ParticleSystems for flechette muzzle effects.
- leftFootIK, rightFootIK, hindFootIK
- IK controllers for Hunter's feet.
- moveType
- Current movement mode (Default, Prowl, Canter, DontChange).
- followPathType
- Path following mode (Default, LookAtTarget, LookAtDestination, HandledElsewhere).
- currentTarget
- The current target Transform.
- targetLookat
- The position the Hunter is looking at.
- turnSpeed
- Body turning speed.
- WalkSpeed, CanterSpeed, ProwlSpeed
- Movement speeds for different gaits.
- centreOfBoundries
- Center of the Hunter's bounds.
- chargeSpeed, chargeTurnSpeed
- Speed and turn speed while charging.
- isCharging
- True if currently charging.
- canMove
- True if the Hunter can move.
- isPlanted
- True if the Hunter is planted (stationary for shooting).
- isShooting
- True if currently shooting.
- plantedShootLength
- Duration of planted shooting.
- shootDelay
- Delay between flechette shots.
- lastShootEye
- Alternates between top and bottom flechette.
- lastShootTime
- Time of last shot.
- turnSpeedCurve
- AnimationCurve for smooth turning.
- detectionRange, loseTargetRange
- Ranges for detecting and losing targets.
- Alert, Angry, PreCharge, Idle, Gloat, FoundEnemy, FoundEnemyAck, Scan, FlankAnnounce, MeleeAnnounce, MeleeHit, TackleAnnounce, TackleHit, ChargeHitEnemy, ChargeHitWorld, Pain, Death, DefendStrider, HitByVehicle
- Arrays of AudioClips for various events.
- FireMinigun
- AudioClip for minigun fire.
- nearFarSourceManager
- Manages near/far audio effects.
- lastBoundCheck, boundCheckInterval
- Timing for updating bounds.
- currentFlechetteTarget
- Current flechette target position.
- flechetteMoveSpeed
- Speed at which flechette target moves.
- lastMeleeAnim
- Tracks last melee animation used.
- everSawTarget, lastSawTarget, timeToStartScanning
- Target tracking variables.
- lastScanSound, randomScanInterval
- Scan sound timing.
- lastCheckedForStrider
- Timing for strider defense checks.
- isDefendingStrider
- True if defending a strider.
- currentStriderThreat
- Current strider threat object.
- maxPlantShots, currentPlantShots
- Plant shooting limits.
- burstCooldown, maxShotsPerBurst
- Burst fire control.
Accessible Functions
- Update()
- Main update loop for movement, aiming, and shooting.
- AnimationUpdate()
- Updates animation parameters.
- Plant()
- Plants the Hunter for stationary shooting.
- ResetAnimationsMovement()
- Resets movement animation state.
- MeleeTarget(bool stingers)
- Performs a melee attack (optionally with stingers).
- DamageTarget(float damage)
- Damages the current target.
- ChargeAtTarget()
- Initiates a charge attack.
- HandleCharge()
- Coroutine for handling the charge attack.
- PlayClips(params AudioClip[] clips)
- Plays a random clip from the given set.
- PlayClip(AudioClip clip)
- Plays a specific audio clip.
- SetDestination(Vector3 destination, MoveType moveType, FollowPathType followPathType)
- Sets the Hunter's movement destination and mode.
- SetDefaultWalk(), SetProwl(), SetCanter()
- Sets movement mode and animation.
- ShootBothFlechettes(Quaternion direction)
- Fires both flechettes in sequence.
- ShootFlechette(bool top, Quaternion direction)
- Fires a single flechette.
- CanSee(Transform target)
- Returns true if the Hunter can see the target.
- LookAt(Vector3 position, int type, float turnSpeed = 0f)
- Rotates eyes/body/both to look at a position.
- HandleHunt()
- Handles hunting behavior and combat logic.
- GetCurrentState()
- Returns the current state as a string.
- HandleForceChangeState(string newState)
- Forces a state change.
- HandleStateChange()
- Handles state transitions.
- HandleMindControlCameraInput()
- Handles camera input when mind controlled.
Inherited from GNPC
See GNPC for inherited health, ragdoll, mind control, and utility methods.
This page documents the Hunter NPC in GPhys.'