Corgi Engine  v9.2
MoreMountains.Tools.AIAction Class Referenceabstract

Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc. More...

Inheritance diagram for MoreMountains.Tools.AIAction:
MoreMountains.CorgiEngine.AIActionChangeWeapon MoreMountains.CorgiEngine.AIActionClimbLadder MoreMountains.CorgiEngine.AIActionCrouchStart MoreMountains.CorgiEngine.AIActionCrouchStop MoreMountains.CorgiEngine.AIActionDash MoreMountains.CorgiEngine.AIActionDoNothing MoreMountains.CorgiEngine.AIActionFaceTarget MoreMountains.CorgiEngine.AIActionFlyPatrol MoreMountains.CorgiEngine.AIActionFlyTowardsTarget MoreMountains.CorgiEngine.AIActionJump MoreMountains.CorgiEngine.AIActionMMFeedbacks MoreMountains.CorgiEngine.AIActionMoveTowardsTarget MoreMountains.CorgiEngine.AIActionPatrol MoreMountains.CorgiEngine.AIActionReload MoreMountains.CorgiEngine.AIActionResetTarget MoreMountains.CorgiEngine.AIActionRunStart MoreMountains.CorgiEngine.AIActionRunStop MoreMountains.CorgiEngine.AIActionSelfDestruct MoreMountains.CorgiEngine.AIActionSetLastKnownPositionAsTarget MoreMountains.CorgiEngine.AIActionSetPlayerAsTarget MoreMountains.CorgiEngine.AIActionSetTransformAsTarget MoreMountains.CorgiEngine.AIActionShoot MoreMountains.CorgiEngine.AIActionSwapBrain MoreMountains.CorgiEngine.AIActionUnityEvents

Public Types

enum  InitializationModes { InitializationModes.EveryTime, InitializationModes.OnlyOnce }
 

Public Member Functions

abstract void PerformAction ()
 
virtual void Initialization ()
 Initializes the action. Meant to be overridden More...
 
virtual void OnEnterState ()
 Describes what happens when the brain enters the state this action is in. Meant to be overridden. More...
 
virtual void OnExitState ()
 Describes what happens when the brain exits the state this action is in. Meant to be overridden. More...
 

Public Attributes

InitializationModes InitializationMode
 whether initialization should happen only once, or every time the brain is reset More...
 
string Label
 a label you can set to organize your AI Actions, not used by anything else More...
 

Protected Member Functions

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

Protected Attributes

bool _initialized
 
AIBrain _brain
 

Properties

virtual bool ActionInProgress [get, set]
 
virtual bool ShouldInitialize [get]
 

Detailed Description

Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc.

Member Enumeration Documentation

◆ InitializationModes

Enumerator
EveryTime 
OnlyOnce 

Member Function Documentation

◆ Awake()

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

On Awake we grab our AIBrain

◆ Initialization()

◆ OnEnterState()

◆ OnExitState()

◆ PerformAction()

Member Data Documentation

◆ _brain

AIBrain MoreMountains.Tools.AIAction._brain
protected

◆ _initialized

bool MoreMountains.Tools.AIAction._initialized
protected

◆ InitializationMode

InitializationModes MoreMountains.Tools.AIAction.InitializationMode

whether initialization should happen only once, or every time the brain is reset

◆ Label

string MoreMountains.Tools.AIAction.Label

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

Property Documentation

◆ ActionInProgress

virtual bool MoreMountains.Tools.AIAction.ActionInProgress
getset

◆ ShouldInitialize

virtual bool MoreMountains.Tools.AIAction.ShouldInitialize
getprotected

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