Inventory Engine
v4.0
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Actions are behaviours and describe what your character is doing. More...
Inherits MonoBehaviour.
Public Types | |
enum | InitializationModes { InitializationModes.EveryTime, InitializationModes.OnlyOnce } |
Public Member Functions | |
abstract void | PerformAction () |
virtual void | Initialization () |
Initializes the action. More... | |
virtual void | OnEnterState () |
Describes what happens when the brain enters the state this action is in. More... | |
virtual void | OnExitState () |
Describes what happens when the brain exits the state this action is in. More... | |
Public Attributes | |
InitializationModes | InitializationMode |
whether initialization should happen only once, or every time the brain is reset More... | |
string | Label |
a label you can set to organize your AI Actions, not used by anything else More... | |
Protected Member Functions | |
virtual void | Awake () |
On Awake we grab our AIBrain More... | |
Protected Attributes | |
bool | _initialized |
AIBrain | _brain |
Properties | |
virtual bool | ActionInProgress [get, set] |
virtual bool | ShouldInitialize [get] |
Actions are behaviours and describe what your character is doing.
Examples include patrolling, shooting, jumping, etc.
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strong |
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protectedvirtual |
On Awake we grab our AIBrain
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virtual |
Initializes the action.
Meant to be overridden
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virtual |
Describes what happens when the brain enters the state this action is in.
Meant to be overridden.
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virtual |
Describes what happens when the brain exits the state this action is in.
Meant to be overridden.
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pure virtual |
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protected |
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protected |
InitializationModes MoreMountains.Tools.AIAction.InitializationMode |
whether initialization should happen only once, or every time the brain is reset
string MoreMountains.Tools.AIAction.Label |
a label you can set to organize your AI Actions, not used by anything else
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getset |
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getprotected |