Inventory Engine
v4.0
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the AI brain is responsible from going from one state to the other based on the defined transitions. More...
Inherits MonoBehaviour.
Public Member Functions | |
virtual AIAction[] | GetAttachedActions () |
virtual AIDecision[] | GetAttachedDecisions () |
virtual void | TransitionToState (string newStateName) |
Transitions to the specified state, trigger exit and enter states events More... | |
virtual void | ResetBrain () |
Resets the brain, forcing it to enter its first state More... | |
virtual void | DeleteUnusedActionsAndDecisions () |
Triggered via the context menu in its inspector (or if you call it directly), this will remove any unused actions and decisions from the brain More... | |
Public Attributes | |
GameObject | Owner |
the owner of that AI Brain, usually the associated character More... | |
List< AIState > | States |
the collection of states More... | |
float | TimeInThisState |
the time we've spent in the current state More... | |
Transform | Target |
the current target More... | |
Vector3 | _lastKnownTargetPosition = Vector3.zero |
the last known world position of the target More... | |
bool | BrainActive = true |
whether or not this brain is active More... | |
bool | ResetBrainOnStart = true |
bool | ResetBrainOnEnable = false |
float | ActionsFrequency = 0f |
the frequency (in seconds) at which to perform actions (lower values : higher frequency, high values : lower frequency but better performance) More... | |
float | DecisionFrequency = 0f |
the frequency (in seconds) at which to evaluate decisions More... | |
bool | RandomizeFrequencies = false |
whether or not to randomize the action and decision frequencies More... | |
Vector2 | RandomActionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the action frequency More... | |
Vector2 | RandomDecisionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the decision frequency More... | |
Protected Member Functions | |
virtual void | OnEnable () |
virtual void | Awake () |
On awake we set our brain for all states More... | |
virtual void | Start () |
On Start we set our first state More... | |
virtual void | Update () |
Every frame we update our current state More... | |
virtual void | OnExitState () |
When exiting a state we reset our time counter More... | |
virtual void | InitializeDecisions () |
Initializes all decisions More... | |
virtual void | InitializeActions () |
Initializes all actions More... | |
AIState | FindState (string stateName) |
Returns a state based on the specified state name More... | |
virtual void | StoreLastKnownPosition () |
Stores the last known position of the target More... | |
Protected Attributes | |
AIDecision[] | _decisions |
AIAction[] | _actions |
float | _lastActionsUpdate = 0f |
float | _lastDecisionsUpdate = 0f |
AIState | _initialState |
AIState | _newState |
Properties | |
virtual AIState | CurrentState [get, protected set] |
this brain's current state More... | |
the AI brain is responsible from going from one state to the other based on the defined transitions.
It's basically just a collection of states, and it's where you'll link all the actions, decisions, states and transitions together.
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On awake we set our brain for all states
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Triggered via the context menu in its inspector (or if you call it directly), this will remove any unused actions and decisions from the brain
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Returns a state based on the specified state name
stateName |
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Initializes all actions
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Initializes all decisions
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When exiting a state we reset our time counter
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Resets the brain, forcing it to enter its first state
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On Start we set our first state
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Stores the last known position of the target
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Transitions to the specified state, trigger exit and enter states events
newStateName |
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Every frame we update our current state
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Vector3 MoreMountains.Tools.AIBrain._lastKnownTargetPosition = Vector3.zero |
the last known world position of the target
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float MoreMountains.Tools.AIBrain.ActionsFrequency = 0f |
the frequency (in seconds) at which to perform actions (lower values : higher frequency, high values : lower frequency but better performance)
bool MoreMountains.Tools.AIBrain.BrainActive = true |
whether or not this brain is active
float MoreMountains.Tools.AIBrain.DecisionFrequency = 0f |
the frequency (in seconds) at which to evaluate decisions
GameObject MoreMountains.Tools.AIBrain.Owner |
the owner of that AI Brain, usually the associated character
Vector2 MoreMountains.Tools.AIBrain.RandomActionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the action frequency
Vector2 MoreMountains.Tools.AIBrain.RandomDecisionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the decision frequency
bool MoreMountains.Tools.AIBrain.RandomizeFrequencies = false |
whether or not to randomize the action and decision frequencies
bool MoreMountains.Tools.AIBrain.ResetBrainOnEnable = false |
bool MoreMountains.Tools.AIBrain.ResetBrainOnStart = true |
List<AIState> MoreMountains.Tools.AIBrain.States |
the collection of states
Transform MoreMountains.Tools.AIBrain.Target |
the current target
float MoreMountains.Tools.AIBrain.TimeInThisState |
the time we've spent in the current state
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getprotected set |
this brain's current state