This decision will return true if the Brain's current target is null, false otherwise.
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| override bool | Decide () |
| | On Decide we check whether the Target is null.
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| 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.
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| virtual void | Initialization () |
| | Meant to be overridden, called when the game starts.
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| virtual void | OnEnterState () |
| | Meant to be overridden, called when the Brain enters a State this Decision is in.
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| virtual void | OnExitState () |
| | Meant to be overridden, called when the Brain exits a State this Decision is in.
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| virtual bool | CheckIfTargetIsNull () |
| | Returns true if the Brain's Target is null.
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| virtual void | Awake () |
| | On Awake we grab our Brain.
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This decision will return true if the Brain's current target is null, false otherwise.
◆ CheckIfTargetIsNull()
| virtual bool MoreMountains.TopDownEngine.AIDecisionTargetIsNull.CheckIfTargetIsNull |
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Returns true if the Brain's Target is null.
- Returns
◆ Decide()
| override bool MoreMountains.TopDownEngine.AIDecisionTargetIsNull.Decide |
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On Decide we check whether the Target is null.
- Returns
The documentation for this class was generated from the following file: