TopDown Engine v4.5
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MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D Class Reference

This decision will return true if the Brain's current target is facing this character. Yes, it's quite specific to Ghosts. But hey now you can use it too! More...

Inheritance diagram for MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D:
MoreMountains.Tools.AIDecision

Public Member Functions

override bool Decide ()
 On Decide we check whether the Target is facing us.
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 Initialization ()
 Meant to be overridden, called when the game starts.
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 Member Functions

virtual bool EvaluateTargetFacingDirection ()
 Returns true if the Brain's Target is facing us (this will require that the Target has a Character component)
Protected Member Functions inherited from MoreMountains.Tools.AIDecision
virtual void Awake ()
 On Awake we grab our Brain.

Protected Attributes

CharacterOrientation2D _orientation2D
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
Properties inherited from MoreMountains.Tools.AIDecision
virtual bool DecisionInProgress [get, set]

Detailed Description

This decision will return true if the Brain's current target is facing this character. Yes, it's quite specific to Ghosts. But hey now you can use it too!

Member Function Documentation

◆ Decide()

override bool MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D.Decide ( )

On Decide we check whether the Target is facing us.

Returns

◆ EvaluateTargetFacingDirection()

virtual bool MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D.EvaluateTargetFacingDirection ( )
protectedvirtual

Returns true if the Brain's Target is facing us (this will require that the Target has a Character component)

Returns

Member Data Documentation

◆ _orientation2D

CharacterOrientation2D MoreMountains.TopDownEngine.AIDecisionTargetFacingAI2D._orientation2D
protected

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