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TopDown Engine v4.5
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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...
Public Member Functions | |
| 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. | |
| virtual void | Initialization () |
| Meant to be overridden, called when the game starts. | |
| virtual void | OnEnterState () |
| Meant to be overridden, called when the Brain enters a State this Decision is in. | |
| virtual void | OnExitState () |
| Meant to be overridden, called when the Brain exits a State this Decision is in. | |
Public Attributes | |
| string | Label |
| a label you can set to organize your AI Decisions, not used by anything else | |
Protected Member Functions | |
| virtual void | Awake () |
| On Awake we grab our Brain. | |
Protected Attributes | |
| AIBrain | _brain |
Properties | |
| virtual bool | DecisionInProgress [get, set] |
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.
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protectedvirtual |
On Awake we grab our Brain.
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abstract |
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.
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virtual |
Meant to be overridden, called when the game starts.
Reimplemented in MoreMountains.TopDownEngine.AIDecisionConditionState, MoreMountains.TopDownEngine.AIDecisionDetectTargetConeOfVision2D, MoreMountains.TopDownEngine.AIDecisionDetectTargetConeOfVision3D, MoreMountains.TopDownEngine.AIDecisionDetectTargetLine2D, MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D, MoreMountains.TopDownEngine.AIDecisionDetectTargetRadius2D, MoreMountains.TopDownEngine.AIDecisionDetectTargetRadius3D, MoreMountains.TopDownEngine.AIDecisionGrounded, MoreMountains.TopDownEngine.AIDecisionHealth, MoreMountains.TopDownEngine.AIDecisionHit, MoreMountains.TopDownEngine.AIDecisionLineOfSightToTarget2D, MoreMountains.TopDownEngine.AIDecisionLineOfSightToTarget3D, MoreMountains.TopDownEngine.AIDecisionPathfinderPathToTargetExists, MoreMountains.TopDownEngine.AIDecisionReloadNeeded, MoreMountains.TopDownEngine.AIDecisionTimeInState, and MoreMountains.TopDownEngine.AIDecisionTimeSinceStart.
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virtual |
Meant to be overridden, called when the Brain enters a State this Decision is in.
Reimplemented in MoreMountains.TopDownEngine.AIDecisionGrounded, MoreMountains.TopDownEngine.AIDecisionHit, and MoreMountains.TopDownEngine.AIDecisionTimeInState.
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virtual |
Meant to be overridden, called when the Brain exits a State this Decision is in.
Reimplemented in MoreMountains.TopDownEngine.AIDecisionHit.
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protected |
| string MoreMountains.Tools.AIDecision.Label |
a label you can set to organize your AI Decisions, not used by anything else
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getset |