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Corgi Engine v9.3
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This decision will return true if the Brain's current target is facing this character. Yes, it's quite specific to Ghosts. But hey now you can use it too! More...
Public Member Functions | |
override bool | Decide () |
On Decide we check whether the Target is facing us More... | |
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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... | |
Protected Member Functions | |
virtual bool | EvaluateTargetFacingDirection () |
Returns true if the Brain's Target is facing us (this will require that the Target has a Character component) More... | |
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virtual void | Awake () |
On Awake we grab our Brain More... | |
Protected Attributes | |
Character | _targetCharacter |
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AIBrain | _brain |
Additional Inherited Members | |
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string | Label |
a label you can set to organize your AI Decisions, not used by anything else More... | |
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virtual bool | DecisionInProgress [getset] |
This decision will return true if the Brain's current target is facing this character. Yes, it's quite specific to Ghosts. But hey now you can use it too!
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virtual |
On Decide we check whether the Target is facing us
Implements MoreMountains.Tools.AIDecision.
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protectedvirtual |
Returns true if the Brain's Target is facing us (this will require that the Target has a Character component)
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protected |