Inventory Engine
v4.0
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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] |
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.
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protectedvirtual |
On Awake we grab our Brain
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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.
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virtual |
Meant to be overridden, called when the game starts
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virtual |
Meant to be overridden, called when the Brain enters a State this Decision is in
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virtual |
Meant to be overridden, called when the Brain exits a State this Decision is in
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protected |
string MoreMountains.Tools.AIDecision.Label |
a label you can set to organize your AI Decisions, not used by anything else
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getset |