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

This decision will return true if the character is grounded, false otherwise. More...

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

Public Member Functions

override void Initialization ()
 On init we grab our TopDownController component.
override bool Decide ()
 On Decide we check if we're grounded.
override void OnEnterState ()
 On Enter State we reset our start time.
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 OnExitState ()
 Meant to be overridden, called when the Brain exits a State this Decision is in.

Public Attributes

float GroundedBufferDelay = 0.2f
 The duration, in seconds, after entering the state this Decision is in during which we'll ignore being grounded.
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 EvaluateGrounded ()
 Checks whether the character is grounded.
Protected Member Functions inherited from MoreMountains.Tools.AIDecision
virtual void Awake ()
 On Awake we grab our Brain.

Protected Attributes

TopDownController _topDownController
float _startTime = 0f
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 the character is grounded, false otherwise.

Member Function Documentation

◆ Decide()

override bool MoreMountains.TopDownEngine.AIDecisionGrounded.Decide ( )

On Decide we check if we're grounded.

Returns

◆ EvaluateGrounded()

virtual bool MoreMountains.TopDownEngine.AIDecisionGrounded.EvaluateGrounded ( )
protectedvirtual

Checks whether the character is grounded.

Returns

◆ Initialization()

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

On init we grab our TopDownController component.

Reimplemented from MoreMountains.Tools.AIDecision.

◆ OnEnterState()

override void MoreMountains.TopDownEngine.AIDecisionGrounded.OnEnterState ( )
virtual

On Enter State we reset our start time.

Reimplemented from MoreMountains.Tools.AIDecision.

Member Data Documentation

◆ _startTime

float MoreMountains.TopDownEngine.AIDecisionGrounded._startTime = 0f
protected

◆ _topDownController

TopDownController MoreMountains.TopDownEngine.AIDecisionGrounded._topDownController
protected

◆ GroundedBufferDelay

float MoreMountains.TopDownEngine.AIDecisionGrounded.GroundedBufferDelay = 0.2f

The duration, in seconds, after entering the state this Decision is in during which we'll ignore being grounded.


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/AI/Advanced/AIDecisionGrounded.cs