A State is a combination of one or more actions, and one or more transitions. An example of a state could be "_patrolling until an enemy gets in range_".
More...
A State is a combination of one or more actions, and one or more transitions. An example of a state could be "_patrolling until an enemy gets in range_".
◆ EnterState()
virtual void MoreMountains.Tools.AIState.EnterState |
( |
| ) |
|
|
virtual |
On enter state we pass that info to our actions and decisions
◆ EvaluateTransitions()
virtual void MoreMountains.Tools.AIState.EvaluateTransitions |
( |
| ) |
|
|
virtual |
Tests this state's transitions
◆ ExitState()
virtual void MoreMountains.Tools.AIState.ExitState |
( |
| ) |
|
|
virtual |
On exit state we pass that info to our actions and decisions
◆ PerformActions()
virtual void MoreMountains.Tools.AIState.PerformActions |
( |
| ) |
|
|
virtual |
Performs this state's actions
◆ SetBrain()
virtual void MoreMountains.Tools.AIState.SetBrain |
( |
AIBrain |
brain | ) |
|
|
virtual |
Sets this state's brain to the one specified in parameters
- Parameters
-
◆ _brain
AIBrain MoreMountains.Tools.AIState._brain |
|
protected |
◆ Actions
◆ StateName
string MoreMountains.Tools.AIState.StateName |
the name of the state (will be used as a reference in Transitions
◆ Transitions
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/ThirdParty/MoreMountains/MMTools/Foundation/MMAI/AIState.cs