TopDown Engine  v4.1
MoreMountains.Tools.AIDecision Class Referenceabstract

Decisions are components that will be evaluated by transitions, every frame, and will return true or false. Examples include time spent in a state, distance to a target, or object detection within an area.
More...

Inheritance diagram for MoreMountains.Tools.AIDecision:
MoreMountains.TopDownEngine.AIDecisionConditionState MoreMountains.TopDownEngine.AIDecisionDetectTargetConeOfVision2D MoreMountains.TopDownEngine.AIDecisionDetectTargetConeOfVision3D MoreMountains.TopDownEngine.AIDecisionDetectTargetLine2D MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D MoreMountains.TopDownEngine.AIDecisionDetectTargetRadius2D MoreMountains.TopDownEngine.AIDecisionDetectTargetRadius3D MoreMountains.TopDownEngine.AIDecisionDistanceToTarget MoreMountains.TopDownEngine.AIDecisionGrounded MoreMountains.TopDownEngine.AIDecisionHealth MoreMountains.TopDownEngine.AIDecisionHit MoreMountains.TopDownEngine.AIDecisionLineOfSightToTarget2D MoreMountains.TopDownEngine.AIDecisionLineOfSightToTarget3D MoreMountains.TopDownEngine.AIDecisionMMPathEndReached MoreMountains.TopDownEngine.AIDecisionNextFrame MoreMountains.TopDownEngine.AIDecisionPathfinderPathToTargetExists MoreMountains.TopDownEngine.AIDecisionRandom MoreMountains.TopDownEngine.AIDecisionReloadNeeded MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D MoreMountains.TopDownEngine.AIDecisionTargetIsAlive MoreMountains.TopDownEngine.AIDecisionTargetIsNull MoreMountains.TopDownEngine.AIDecisionTimeInState MoreMountains.TopDownEngine.AIDecisionTimeSinceStart

Public Member Functions

abstract bool Decide ()
 Decide will be performed every frame while the Brain is in a state this Decision is in. Should return true or false, which will then determine the transition's outcome. More...
 
virtual void Initialization ()
 Meant to be overridden, called when the game starts More...
 
virtual void OnEnterState ()
 Meant to be overridden, called when the Brain enters a State this Decision is in More...
 
virtual void OnExitState ()
 Meant to be overridden, called when the Brain exits a State this Decision is in More...
 

Public Attributes

string Label
 a label you can set to organize your AI Decisions, not used by anything else More...
 

Protected Member Functions

virtual void Awake ()
 On Awake we grab our Brain More...
 

Protected Attributes

AIBrain _brain
 

Properties

virtual bool DecisionInProgress [get, set]
 

Detailed Description

Decisions are components that will be evaluated by transitions, every frame, and will return true or false. Examples include time spent in a state, distance to a target, or object detection within an area.

Member Function Documentation

◆ Awake()

virtual void MoreMountains.Tools.AIDecision.Awake ( )
protectedvirtual

On Awake we grab our Brain

◆ Decide()

abstract bool MoreMountains.Tools.AIDecision.Decide ( )
pure virtual

◆ Initialization()

◆ OnEnterState()

virtual void MoreMountains.Tools.AIDecision.OnEnterState ( )
virtual

Meant to be overridden, called when the Brain enters a State this Decision is in

Reimplemented in MoreMountains.TopDownEngine.AIDecisionHit, MoreMountains.TopDownEngine.AIDecisionGrounded, and MoreMountains.TopDownEngine.AIDecisionTimeInState.

◆ OnExitState()

virtual void MoreMountains.Tools.AIDecision.OnExitState ( )
virtual

Meant to be overridden, called when the Brain exits a State this Decision is in

Reimplemented in MoreMountains.TopDownEngine.AIDecisionHit.

Member Data Documentation

◆ _brain

AIBrain MoreMountains.Tools.AIDecision._brain
protected

◆ Label

string MoreMountains.Tools.AIDecision.Label

a label you can set to organize your AI Decisions, not used by anything else

Property Documentation

◆ DecisionInProgress

virtual bool MoreMountains.Tools.AIDecision.DecisionInProgress
getset

The documentation for this class was generated from the following file: