Inventory Engine  v4.0
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
MoreMountains.Tools.AIDecision Class Referenceabstract

Decisions are components that will be evaluated by transitions, every frame, and will return true or false. More...

Inherits MonoBehaviour.

Public Member Functions

abstract 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. More...
 
virtual void Initialization ()
 Meant to be overridden, called when the game starts More...
 
virtual void OnEnterState ()
 Meant to be overridden, called when the Brain enters a State this Decision is in More...
 
virtual void OnExitState ()
 Meant to be overridden, called when the Brain exits a State this Decision is in More...
 

Public Attributes

string Label
 a label you can set to organize your AI Decisions, not used by anything else More...
 

Protected Member Functions

virtual void Awake ()
 On Awake we grab our Brain More...
 

Protected Attributes

AIBrain _brain
 

Properties

virtual bool DecisionInProgress [get, set]
 

Detailed Description

Decisions are components that will be evaluated by transitions, every frame, and will return true or false.

Examples include time spent in a state, distance to a target, or object detection within an area.

Member Function Documentation

◆ Awake()

virtual void MoreMountains.Tools.AIDecision.Awake ( )
protectedvirtual

On Awake we grab our Brain

◆ Decide()

abstract bool MoreMountains.Tools.AIDecision.Decide ( )
pure virtual

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.

◆ Initialization()

virtual void MoreMountains.Tools.AIDecision.Initialization ( )
virtual

Meant to be overridden, called when the game starts

◆ OnEnterState()

virtual void MoreMountains.Tools.AIDecision.OnEnterState ( )
virtual

Meant to be overridden, called when the Brain enters a State this Decision is in

◆ OnExitState()

virtual void MoreMountains.Tools.AIDecision.OnExitState ( )
virtual

Meant to be overridden, called when the Brain exits a State this Decision is in

Member Data Documentation

◆ _brain

AIBrain MoreMountains.Tools.AIDecision._brain
protected

◆ Label

string MoreMountains.Tools.AIDecision.Label

a label you can set to organize your AI Decisions, not used by anything else

Property Documentation

◆ DecisionInProgress

virtual bool MoreMountains.Tools.AIDecision.DecisionInProgress
getset

The documentation for this class was generated from the following file: