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...
|
| override bool | Decide () |
| | On Decide we check whether the Target is facing us.
|
| 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.
|
|
| string | Label |
| | a label you can set to organize your AI Decisions, not used by anything else
|
| virtual bool | DecisionInProgress [get, set] |
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!
◆ 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
◆ _orientation2D
The documentation for this class was generated from the following file: