This is the complete list of members for gme::EnemyAISystem, including all inherited members.
| applyAggressiveMovement(ecs::Entity enemy, float deltaTime, float speed=150.0f) | gme::EnemyAISystem | private |
| applySineWaveMovement(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime, float frequency=2.0f, float amplitude=50.0f) | gme::EnemyAISystem | private |
| applyZigzagMovement(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime) | gme::EnemyAISystem | private |
| canShoot(ecs::Entity enemy) const | gme::EnemyAISystem | private |
| clampToScreen(ecs::Entity enemy) | gme::EnemyAISystem | private |
| EnemyAISystem(ecs::Registry ®istry, EntityManager &entityManager) | gme::EnemyAISystem | explicit |
| EnemyAISystem(const EnemyAISystem &)=delete | gme::EnemyAISystem | |
| EnemyAISystem(EnemyAISystem &&)=delete | gme::EnemyAISystem | |
| findNearestPlayer(float x, float y) const | gme::EnemyAISystem | private |
| getAggressiveness() const | gme::EnemyAISystem | inline |
| getDistanceToNearestPlayer(float x, float y) const | gme::EnemyAISystem | private |
| isEnable() override | ecs::ASystem | inlinevirtual |
| m_aggressiveness | gme::EnemyAISystem | private |
| m_bossSpreadTimers | gme::EnemyAISystem | private |
| m_enemyMovementTimers | gme::EnemyAISystem | private |
| m_entityManager | gme::EnemyAISystem | private |
| m_isEnable | ecs::ASystem | private |
| m_registry | gme::EnemyAISystem | private |
| m_rng | gme::EnemyAISystem | private |
| m_shootChance | gme::EnemyAISystem | private |
| operator=(const EnemyAISystem &)=delete | gme::EnemyAISystem | |
| operator=(EnemyAISystem &&)=delete | gme::EnemyAISystem | |
| setAggressiveness(float value) | gme::EnemyAISystem | inline |
| setEnable(const bool enable) override | ecs::ASystem | inlinevirtual |
| tryShoot(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime) | gme::EnemyAISystem | private |
| update(ecs::Registry ®istry, float deltaTime) override | gme::EnemyAISystem | virtual |
| updateAdvancedEnemyAI(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime) | gme::EnemyAISystem | private |
| updateBasicEnemyAI(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime) | gme::EnemyAISystem | private |
| updateBossAI(std::uint32_t enemyId, ecs::Entity enemy, float deltaTime) | gme::EnemyAISystem | private |
| ~EnemyAISystem() override=default | gme::EnemyAISystem | |
| ~ISystem()=default | ecs::ISystem | virtual |