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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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.
◆ Awake()
virtual void MoreMountains.Tools.AIBrain.Awake |
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On awake we set our brain for all states
◆ DeleteUnusedActionsAndDecisions()
virtual void MoreMountains.Tools.AIBrain.DeleteUnusedActionsAndDecisions |
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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
◆ FindState()
AIState MoreMountains.Tools.AIBrain.FindState |
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string |
stateName | ) |
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Returns a state based on the specified state name
- Parameters
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- Returns
◆ GetAttachedActions()
virtual AIAction [] MoreMountains.Tools.AIBrain.GetAttachedActions |
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◆ GetAttachedDecisions()
virtual AIDecision [] MoreMountains.Tools.AIBrain.GetAttachedDecisions |
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◆ InitializeActions()
virtual void MoreMountains.Tools.AIBrain.InitializeActions |
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◆ InitializeDecisions()
virtual void MoreMountains.Tools.AIBrain.InitializeDecisions |
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Initializes all decisions
◆ OnEnable()
virtual void MoreMountains.Tools.AIBrain.OnEnable |
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◆ OnExitState()
virtual void MoreMountains.Tools.AIBrain.OnExitState |
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When exiting a state we reset our time counter
◆ ResetBrain()
virtual void MoreMountains.Tools.AIBrain.ResetBrain |
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Resets the brain, forcing it to enter its first state
◆ Start()
virtual void MoreMountains.Tools.AIBrain.Start |
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On Start we set our first state
◆ StoreLastKnownPosition()
virtual void MoreMountains.Tools.AIBrain.StoreLastKnownPosition |
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Stores the last known position of the target
◆ TransitionToState()
virtual void MoreMountains.Tools.AIBrain.TransitionToState |
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string |
newStateName | ) |
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Transitions to the specified state, trigger exit and enter states events
- Parameters
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◆ Update()
virtual void MoreMountains.Tools.AIBrain.Update |
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Every frame we update our current state
◆ _actions
AIAction [] MoreMountains.Tools.AIBrain._actions |
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◆ _decisions
AIDecision [] MoreMountains.Tools.AIBrain._decisions |
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◆ _initialState
AIState MoreMountains.Tools.AIBrain._initialState |
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◆ _lastActionsUpdate
float MoreMountains.Tools.AIBrain._lastActionsUpdate = 0f |
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◆ _lastDecisionsUpdate
float MoreMountains.Tools.AIBrain._lastDecisionsUpdate = 0f |
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◆ _lastKnownTargetPosition
Vector3 MoreMountains.Tools.AIBrain._lastKnownTargetPosition = Vector3.zero |
the last known world position of the target
◆ _newState
AIState MoreMountains.Tools.AIBrain._newState |
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◆ ActionsFrequency
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)
◆ BrainActive
bool MoreMountains.Tools.AIBrain.BrainActive = true |
whether or not this brain is active
◆ DecisionFrequency
float MoreMountains.Tools.AIBrain.DecisionFrequency = 0f |
the frequency (in seconds) at which to evaluate decisions
◆ Owner
GameObject MoreMountains.Tools.AIBrain.Owner |
the owner of that AI Brain, usually the associated character
◆ RandomActionFrequency
Vector2 MoreMountains.Tools.AIBrain.RandomActionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the action frequency
◆ RandomDecisionFrequency
Vector2 MoreMountains.Tools.AIBrain.RandomDecisionFrequency = new Vector2(0.5f, 1f) |
the min and max values between which to randomize the decision frequency
◆ RandomizeFrequencies
bool MoreMountains.Tools.AIBrain.RandomizeFrequencies = false |
whether or not to randomize the action and decision frequencies
◆ ResetBrainOnEnable
bool MoreMountains.Tools.AIBrain.ResetBrainOnEnable = false |
◆ ResetBrainOnStart
bool MoreMountains.Tools.AIBrain.ResetBrainOnStart = true |
◆ States
List<AIState> MoreMountains.Tools.AIBrain.States |
◆ Target
Transform MoreMountains.Tools.AIBrain.Target |
◆ TimeInThisState
float MoreMountains.Tools.AIBrain.TimeInThisState |
the time we've spent in the current state
◆ CurrentState
virtual AIState MoreMountains.Tools.AIBrain.CurrentState |
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getprotected set |
this brain's current state
The documentation for this class was generated from the following file:
- F:/Github/Store/Feel/Assets/Feel/MMTools/Foundation/MMAI/AIBrain.cs