TopDown Engine
v4.1
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Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc. More...
Public Types | |
enum | InitializationModes { InitializationModes.EveryTime, InitializationModes.OnlyOnce } |
Public Member Functions | |
abstract void | PerformAction () |
virtual void | Initialization () |
Initializes the action. Meant to be overridden More... | |
virtual void | OnEnterState () |
Describes what happens when the brain enters the state this action is in. Meant to be overridden. More... | |
virtual void | OnExitState () |
Describes what happens when the brain exits the state this action is in. Meant to be overridden. More... | |
Public Attributes | |
InitializationModes | InitializationMode |
whether initialization should happen only once, or every time the brain is reset More... | |
string | Label |
a label you can set to organize your AI Actions, not used by anything else More... | |
Protected Member Functions | |
virtual void | Awake () |
On Awake we grab our AIBrain More... | |
Protected Attributes | |
bool | _initialized |
AIBrain | _brain |
Properties | |
virtual bool | ActionInProgress [get, set] |
virtual bool | ShouldInitialize [get] |
Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc.
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strong |
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protectedvirtual |
On Awake we grab our AIBrain
Reimplemented in MoreMountains.TopDownEngine.AIActionMovePatrol3D, and MoreMountains.TopDownEngine.AIActionMovePatrol2D.
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virtual |
Initializes the action. Meant to be overridden
Reimplemented in MoreMountains.TopDownEngine.AIActionMoveRandomlyGrid, MoreMountains.TopDownEngine.AIActionShoot2D, MoreMountains.TopDownEngine.AIActionShoot3D, MoreMountains.TopDownEngine.AIActionAimObject, MoreMountains.TopDownEngine.AIActionMoveRandomly3D, MoreMountains.TopDownEngine.AIActionMoveRandomly2D, MoreMountains.TopDownEngine.AIActionRotateConeOfVision2D, MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D, MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D, MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D, MoreMountains.TopDownEngine.AIActionDash, MoreMountains.TopDownEngine.AIActionFaceTowardsTarget2D, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget2D, MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget3D, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget3D, MoreMountains.TopDownEngine.AIActionPathfinderToTarget3D, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget2D, MoreMountains.TopDownEngine.AIActionChangeWeapon, MoreMountains.TopDownEngine.AIActionInvertPatrolDirection, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget2D, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget3D, MoreMountains.TopDownEngine.AIActionRunStart, MoreMountains.TopDownEngine.AIActionRunStop, MoreMountains.TopDownEngine.AIActionSelfDestruct, MoreMountains.TopDownEngine.AIActionSwapBrain, MoreMountains.TopDownEngine.AIActionReload, MoreMountains.TopDownEngine.AIActionCrouchStart, MoreMountains.TopDownEngine.AIActionCrouchStop, MoreMountains.TopDownEngine.AIActionSetPlayerAsTarget, MoreMountains.TopDownEngine.AIActionSetTransformAsTarget, and MoreMountains.TopDownEngine.AIActionSetLastKnownPositionAsTarget.
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virtual |
Describes what happens when the brain enters the state this action is in. Meant to be overridden.
Reimplemented in MoreMountains.TopDownEngine.AIActionShoot2D, MoreMountains.TopDownEngine.AIActionShoot3D, MoreMountains.TopDownEngine.AIActionAimObject, MoreMountains.TopDownEngine.AIActionRotateConeOfVision2D, MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement, MoreMountains.TopDownEngine.AIActionChangeWeapon, MoreMountains.TopDownEngine.AIActionMMFeedbacks, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget3D, MoreMountains.TopDownEngine.AIActionUnityEvents, MoreMountains.TopDownEngine.AIActionReload, MoreMountains.TopDownEngine.AIActionRunStart, MoreMountains.TopDownEngine.AIActionRunStop, MoreMountains.TopDownEngine.AIActionSelfDestruct, MoreMountains.TopDownEngine.AIActionSetPlayerAsTarget, MoreMountains.TopDownEngine.AIActionFaceTowardsTarget2D, and MoreMountains.TopDownEngine.AIActionSetTransformAsTarget.
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virtual |
Describes what happens when the brain exits the state this action is in. Meant to be overridden.
Reimplemented in MoreMountains.TopDownEngine.AIActionMoveRandomlyGrid, MoreMountains.TopDownEngine.AIActionShoot2D, MoreMountains.TopDownEngine.AIActionMovePatrol3D, MoreMountains.TopDownEngine.AIActionShoot3D, MoreMountains.TopDownEngine.AIActionMovePatrol2D, MoreMountains.TopDownEngine.AIActionMoveRandomly3D, MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement, MoreMountains.TopDownEngine.AIActionMoveRandomly2D, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget2D, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget2D, MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget3D, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget3D, MoreMountains.TopDownEngine.AIActionPathfinderToTarget3D, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget3D, and MoreMountains.TopDownEngine.AIActionFaceTowardsTarget2D.
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pure virtual |
Implemented in MoreMountains.TopDownEngine.AIActionMovePatrol3D, MoreMountains.TopDownEngine.AIActionMovePatrol2D, MoreMountains.TopDownEngine.AIActionMoveRandomlyGrid, MoreMountains.TopDownEngine.AIActionShoot2D, MoreMountains.TopDownEngine.AIActionShoot3D, MoreMountains.TopDownEngine.AIActionFaceTowardsTarget2D, MoreMountains.TopDownEngine.AIActionMoveRandomly3D, MoreMountains.TopDownEngine.AIActionMoveRandomly2D, MoreMountains.TopDownEngine.AIActionRotateConeOfVision2D, MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D, MoreMountains.TopDownEngine.AIActionAimObject, MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget2D, MoreMountains.TopDownEngine.AIActionDash, MoreMountains.TopDownEngine.AIActionAimWeaponAtTarget3D, MoreMountains.TopDownEngine.AIActionInvertPatrolDirection, MoreMountains.TopDownEngine.AIActionAimWeaponAtMovement, MoreMountains.TopDownEngine.AIActionPathfinderToTarget3D, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget2D, MoreMountains.TopDownEngine.AIActionMoveTowardsTarget3D, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget3D, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget2D, MoreMountains.TopDownEngine.AIActionChangeWeapon, MoreMountains.TopDownEngine.AIActionRunStart, MoreMountains.TopDownEngine.AIActionRunStop, MoreMountains.TopDownEngine.AIActionMoveAwayFromTarget2D, MoreMountains.TopDownEngine.AIActionRotateTowardsTarget3D, MoreMountains.TopDownEngine.AIActionSelfDestruct, MoreMountains.TopDownEngine.AIActionSwapBrain, MoreMountains.TopDownEngine.AIActionCrouchStart, MoreMountains.TopDownEngine.AIActionCrouchStop, MoreMountains.TopDownEngine.AIActionReload, MoreMountains.TopDownEngine.AIActionSetLastKnownPositionAsTarget, MoreMountains.TopDownEngine.AIActionSetPlayerAsTarget, MoreMountains.TopDownEngine.AIActionMMFeedbacks, MoreMountains.TopDownEngine.AIActionSetTransformAsTarget, MoreMountains.TopDownEngine.AIActionUnityEvents, MoreMountains.TopDownEngine.AIActionDoNothing, and MoreMountains.TopDownEngine.AIActionResetTarget.
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protected |
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protected |
InitializationModes MoreMountains.Tools.AIAction.InitializationMode |
whether initialization should happen only once, or every time the brain is reset
string MoreMountains.Tools.AIAction.Label |
a label you can set to organize your AI Actions, not used by anything else
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getset |
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getprotected |