TopDown Engine v4.5
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MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D Class Reference

This action will make the character pathfind its way back to its last patrol point. More...

Inheritance diagram for MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D:
MoreMountains.Tools.AIAction

Public Member Functions

override void Initialization ()
 On init we grab our CharacterMovement ability.
override void PerformAction ()
 On PerformAction we move.
override void OnExitState ()
 On exit state we stop our movement.
Public Member Functions inherited from MoreMountains.Tools.AIAction
void PerformAction ()
virtual void OnEnterState ()
 Describes what happens when the brain enters the state this action is in. Meant to be overridden.

Protected Member Functions

virtual void Move ()
 Moves the character towards the target if needed.
Protected Member Functions inherited from MoreMountains.Tools.AIAction
virtual void Awake ()
 On Awake we grab our AIBrain.

Protected Attributes

CharacterMovement _characterMovement
CharacterPathfinder3D _characterPathfinder3D
Transform _backToPatrolTransform
AIActionMovePatrol3D _aiActionMovePatrol3D
Protected Attributes inherited from MoreMountains.Tools.AIAction
bool _initialized
AIBrain _brain

Properties

static Transform BackToPatrolBeaconsRoot [get]
Properties inherited from MoreMountains.Tools.AIAction
virtual bool ActionInProgress [get, set]
virtual bool ShouldInitialize [get]

Additional Inherited Members

Public Types inherited from MoreMountains.Tools.AIAction
enum  InitializationModes { EveryTime , OnlyOnce }
Public Attributes inherited from MoreMountains.Tools.AIAction
InitializationModes InitializationMode
 whether initialization should happen only once, or every time the brain is reset
string Label
 a label you can set to organize your AI Actions, not used by anything else

Detailed Description

This action will make the character pathfind its way back to its last patrol point.

Member Function Documentation

◆ Initialization()

override void MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D.Initialization ( )
virtual

On init we grab our CharacterMovement ability.

Reimplemented from MoreMountains.Tools.AIAction.

◆ Move()

virtual void MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D.Move ( )
protectedvirtual

Moves the character towards the target if needed.

◆ OnExitState()

override void MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D.OnExitState ( )
virtual

On exit state we stop our movement.

Reimplemented from MoreMountains.Tools.AIAction.

◆ PerformAction()

override void MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D.PerformAction ( )

On PerformAction we move.

Member Data Documentation

◆ _aiActionMovePatrol3D

AIActionMovePatrol3D MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D._aiActionMovePatrol3D
protected

◆ _backToPatrolTransform

Transform MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D._backToPatrolTransform
protected

◆ _characterMovement

CharacterMovement MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D._characterMovement
protected

◆ _characterPathfinder3D

CharacterPathfinder3D MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D._characterPathfinder3D
protected

Property Documentation

◆ BackToPatrolBeaconsRoot

Transform MoreMountains.TopDownEngine.AIActionPathfinderToPatrol3D.BackToPatrolBeaconsRoot
staticget

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