This decision will return true after the specified duration (in seconds) has passed since the level was loaded.
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| override void | Initialization () |
| | On init we store our current time.
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| override bool | Decide () |
| | On Decide we evaluate our time since the level has started.
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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 | 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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| float | AfterTime |
| | The 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 the time since the level has started has exceeded our requirements.
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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 (in seconds) has passed since the level was loaded.
◆ Decide()
| override bool MoreMountains.TopDownEngine.AIDecisionTimeSinceStart.Decide |
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On Decide we evaluate our time since the level has started.
- Returns
◆ EvaluateTime()
| virtual bool MoreMountains.TopDownEngine.AIDecisionTimeSinceStart.EvaluateTime |
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protectedvirtual |
Returns true if the time since the level has started has exceeded our requirements.
- Returns
◆ Initialization()
| override void MoreMountains.TopDownEngine.AIDecisionTimeSinceStart.Initialization |
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virtual |
◆ _startTime
| float MoreMountains.TopDownEngine.AIDecisionTimeSinceStart._startTime |
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protected |
◆ AfterTime
| float MoreMountains.TopDownEngine.AIDecisionTimeSinceStart.AfterTime |
The duration (in seconds) after which to return true.
The documentation for this class was generated from the following file: