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