This decision will return true after the specified duration, picked randomly between the min and max values (in seconds) has passed since the Brain has been in the state this decision is in. Use it to do something X seconds after having done something else.
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| override bool | Decide () |
| | On Decide we evaluate our time.
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| override void | Initialization () |
| | On init we randomize our next delay.
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| override void | OnEnterState () |
| | On enter state we randomize our next delay.
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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 | OnExitState () |
| | Meant to be overridden, called when the Brain exits a State this Decision is in.
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| float | AfterTimeMin = 2f |
| | The minimum duration, in seconds, after which to return true.
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| float | AfterTimeMax = 2f |
| | The maximum duration, in seconds, after which to return true.
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| string | Label |
| | a label you can set to organize your AI Decisions, not used by anything else
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| virtual bool | EvaluateTime () |
| | Returns true if enough time has passed since we entered the current state.
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| virtual void | RandomizeTime () |
| | On randomize time we randomize our next delay.
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| virtual void | Awake () |
| | On Awake we grab our Brain.
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This decision will return true after the specified duration, picked randomly between the min and max values (in seconds) has passed since the Brain has been in the state this decision is in. Use it to do something X seconds after having done something else.
◆ Decide()
| override bool MoreMountains.TopDownEngine.AIDecisionTimeInState.Decide |
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On Decide we evaluate our time.
- Returns
◆ EvaluateTime()
| virtual bool MoreMountains.TopDownEngine.AIDecisionTimeInState.EvaluateTime |
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protectedvirtual |
Returns true if enough time has passed since we entered the current state.
- Returns
◆ Initialization()
| override void MoreMountains.TopDownEngine.AIDecisionTimeInState.Initialization |
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◆ OnEnterState()
| override void MoreMountains.TopDownEngine.AIDecisionTimeInState.OnEnterState |
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◆ RandomizeTime()
| virtual void MoreMountains.TopDownEngine.AIDecisionTimeInState.RandomizeTime |
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protectedvirtual |
On randomize time we randomize our next delay.
◆ _randomTime
| float MoreMountains.TopDownEngine.AIDecisionTimeInState._randomTime |
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protected |
◆ AfterTimeMax
| float MoreMountains.TopDownEngine.AIDecisionTimeInState.AfterTimeMax = 2f |
The maximum duration, in seconds, after which to return true.
◆ AfterTimeMin
| float MoreMountains.TopDownEngine.AIDecisionTimeInState.AfterTimeMin = 2f |
The minimum duration, in seconds, after which to return true.
The documentation for this class was generated from the following file: