TopDown Engine v4.5
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MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D Class Reference

This Decision will return true if a target is found in a ray or boxcast in the specified direction. More...

Inheritance diagram for MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D:
MoreMountains.Tools.AIDecision

Public Types

enum  DetectMethods { Ray , WideRay }
 the possible detection methods More...

Public Member Functions

override void Initialization ()
 On Init we grab our character.
override bool Decide ()
 On Decide we look for a target.
Public Member Functions inherited from MoreMountains.Tools.AIDecision
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 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

DetectMethods DetectMethod = DetectMethods.Ray
 the detection method
float RayWidth = 1f
 the width of the ray to cast (if we're in WideRay mode only
float DetectionDistance = 10f
 the distance up to which we'll cast our rays
Vector3 DetectionOriginOffset = new Vector3(0,0,0)
 the offset to apply to the ray(s)
LayerMask TargetLayer
 the layer(s) on which we want to search a target on
LayerMask ObstaclesLayer = LayerManager.ObstaclesLayerMask
 the layer(s) on which obstacles are set. Obstacles will block the ray
Transform ReferenceTransform
 a transform to use as the rotation reference for detection raycasts. If you have a rotating model for example, you'll want to set it as your reference transform here.
bool ForceAimToDetectionDirection = false
 if this is true, this decision will force the weapon to aim in the detection direction
bool SetTargetToNullIfNoneIsFound = true
 if this is true, this decision will set the AI Brain's Target to null if no target is found
Public Attributes inherited from MoreMountains.Tools.AIDecision
string Label
 a label you can set to organize your AI Decisions, not used by anything else

Protected Member Functions

virtual bool DetectTarget ()
 Returns true if a target is found by the ray.
virtual void ForceDirection ()
 Forces the weapon to aim in the selected direction if needed.
virtual void OnDrawGizmos ()
 Draws ray gizmos.
Protected Member Functions inherited from MoreMountains.Tools.AIDecision
virtual void Awake ()
 On Awake we grab our Brain.

Protected Attributes

Vector3 _direction
float _distanceToTarget
Vector3 _raycastOrigin
Character _character
Color _gizmosColor = Color.yellow
Vector3 _gizmoCenter
Vector3 _gizmoSize
bool _init = false
CharacterHandleWeapon _characterHandleWeapon
Protected Attributes inherited from MoreMountains.Tools.AIDecision
AIBrain _brain

Additional Inherited Members

Properties inherited from MoreMountains.Tools.AIDecision
virtual bool DecisionInProgress [get, set]

Detailed Description

This Decision will return true if a target is found in a ray or boxcast in the specified direction.

Member Enumeration Documentation

◆ DetectMethods

the possible detection methods

Enumerator
Ray 
WideRay 

Member Function Documentation

◆ Decide()

override bool MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.Decide ( )

On Decide we look for a target.

Returns

◆ DetectTarget()

virtual bool MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.DetectTarget ( )
protectedvirtual

Returns true if a target is found by the ray.

Returns

◆ ForceDirection()

virtual void MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.ForceDirection ( )
protectedvirtual

Forces the weapon to aim in the selected direction if needed.

◆ Initialization()

override void MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.Initialization ( )
virtual

On Init we grab our character.

Reimplemented from MoreMountains.Tools.AIDecision.

◆ OnDrawGizmos()

virtual void MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.OnDrawGizmos ( )
protectedvirtual

Draws ray gizmos.

Member Data Documentation

◆ _character

Character MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._character
protected

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._characterHandleWeapon
protected

◆ _direction

Vector3 MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._direction
protected

◆ _distanceToTarget

float MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._distanceToTarget
protected

◆ _gizmoCenter

Vector3 MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._gizmoCenter
protected

◆ _gizmosColor

Color MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._gizmosColor = Color.yellow
protected

◆ _gizmoSize

Vector3 MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._gizmoSize
protected

◆ _init

bool MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._init = false
protected

◆ _raycastOrigin

Vector3 MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D._raycastOrigin
protected

◆ DetectionDistance

float MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.DetectionDistance = 10f

the distance up to which we'll cast our rays

◆ DetectionOriginOffset

Vector3 MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.DetectionOriginOffset = new Vector3(0,0,0)

the offset to apply to the ray(s)

◆ DetectMethod

DetectMethods MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.DetectMethod = DetectMethods.Ray

the detection method

◆ ForceAimToDetectionDirection

bool MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.ForceAimToDetectionDirection = false

if this is true, this decision will force the weapon to aim in the detection direction

◆ ObstaclesLayer

LayerMask MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.ObstaclesLayer = LayerManager.ObstaclesLayerMask

the layer(s) on which obstacles are set. Obstacles will block the ray

◆ RayWidth

float MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.RayWidth = 1f

the width of the ray to cast (if we're in WideRay mode only

◆ ReferenceTransform

Transform MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.ReferenceTransform

a transform to use as the rotation reference for detection raycasts. If you have a rotating model for example, you'll want to set it as your reference transform here.

◆ SetTargetToNullIfNoneIsFound

bool MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.SetTargetToNullIfNoneIsFound = true

if this is true, this decision will set the AI Brain's Target to null if no target is found

◆ TargetLayer

LayerMask MoreMountains.TopDownEngine.AIDecisionDetectTargetLine3D.TargetLayer

the layer(s) on which we want to search a target on


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