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TopDown Engine v4.5
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This Decision will return true if a reload is needed. More...
Public Member Functions | |
| override void | Initialization () |
| On Init we store our CharacterHandleWeapon. | |
| override bool | Decide () |
| On Decide we return true if a reload is needed. | |
| 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. | |
Protected Attributes | |
| CharacterHandleWeapon | _characterHandleWeapon |
| Protected Attributes inherited from MoreMountains.Tools.AIDecision | |
| AIBrain | _brain |
Additional Inherited Members | |
| 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 inherited from MoreMountains.Tools.AIDecision | |
| virtual void | Awake () |
| On Awake we grab our Brain. | |
| Properties inherited from MoreMountains.Tools.AIDecision | |
| virtual bool | DecisionInProgress [get, set] |
This Decision will return true if a reload is needed.
| override bool MoreMountains.TopDownEngine.AIDecisionReloadNeeded.Decide | ( | ) |
On Decide we return true if a reload is needed.
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virtual |
On Init we store our CharacterHandleWeapon.
Reimplemented from MoreMountains.Tools.AIDecision.
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protected |