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Platformer Pro
2.3.2
A platform game kit for Unity.
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An enemy AI is typically extended for SIMPLE enemy AI controllers and is used to move control between basic enemy movements. For COMPLEX AI you will most likely implement your enemy as a character and your enemy AI as an Input to that character. More...
Public Member Functions | |
virtual bool | UpdateTimer () |
Update the timer by frame time, we drive this externally so we can halt the mob from a single place (the Enemy script). More... | |
virtual EnemyState | Decide () |
Decide the next move. More... | |
virtual DamageInfo | DoDamage (DamageInfo info) |
Handle damage. More... | |
virtual bool | Sense () |
The sense routine used to detect when something changes. Sense is called every frame and should be kept as simple as possible. Use Decide() for more complex logic. More... | |
virtual void | Init (Enemy enemy) |
Init this enemy AI. More... | |
virtual void | StateTransitioned () |
Called to tell the AI that we were able to handle the desired state. More... | |
virtual void | StateNotTransitioned () |
Called to tell the AI that we were not able to handle the desired state. Usually due to a movement that wont release control. More... | |
virtual void | Message (string message) |
Handle a message sent to the enemy. More... | |
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virtual void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
Public Attributes | |
float | decisionInterval |
How long between decisions, increasing this improves performance but makes the enemy less responsive. More... | |
Protected Attributes | |
float | decisionTimer |
Timer for tracking decision interval. More... | |
Enemy | enemy |
Enemy reference. More... | |
Properties | |
virtual string | ExtraSaveData [get, set] |
If we are going to save the enemy, this data will be saved if save state is enabled. More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
An enemy AI is typically extended for SIMPLE enemy AI controllers and is used to move control between basic enemy movements. For COMPLEX AI you will most likely implement your enemy as a character and your enemy AI as an Input to that character.
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virtual |
Decide the next move.
Reimplemented in PlatformerPro.EnemyAI_SeeAndShootWithHide, PlatformerPro.EnemyAI_SeeAndShoot, PlatformerPro.EnemyAI_SeeAndCharge, PlatformerPro.EnemyAI_PatrolToChargeToAttack, PlatformerPro.EnemyAI_PatrolToAttack, PlatformerPro.EnemyAI_HideOnDamage, and PlatformerPro.EnemyAI_AIGraph.
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virtual |
Handle damage.
info | Damage details |
Reimplemented in PlatformerPro.EnemyAI_SeeAndShootWithHide, PlatformerPro.EnemyAI_HideOnDamage, and PlatformerPro.EnemyAI_AIGraph.
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virtual |
Init this enemy AI.
enemy | Enemy we are the brain for. |
Reimplemented in PlatformerPro.EnemyAI_SenseAndShoot, PlatformerPro.EnemyAI_SeeAndShootWithHide, PlatformerPro.EnemyAI_SeeAndShoot, PlatformerPro.EnemyAI_SeeAndCharge, PlatformerPro.EnemyAI_PatrolToChargeToAttack, PlatformerPro.EnemyAI_PatrolToAttack, PlatformerPro.EnemyAI_HideOnDamage, and PlatformerPro.EnemyAI_AIGraph.
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virtual |
Handle a message sent to the enemy.
message |
Reimplemented in PlatformerPro.EnemyAI_AIGraph.
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virtual |
The sense routine used to detect when something changes. Sense is called every frame and should be kept as simple as possible. Use Decide() for more complex logic.
Reimplemented in PlatformerPro.EnemyAI_SenseAndShoot, PlatformerPro.EnemyAI_SeeAndShootWithHide, PlatformerPro.EnemyAI_SeeAndShoot, PlatformerPro.EnemyAI_SeeAndCharge, PlatformerPro.EnemyAI_HideOnDamage, and PlatformerPro.EnemyAI_AIGraph.
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virtual |
Called to tell the AI that we were not able to handle the desired state. Usually due to a movement that wont release control.
Reimplemented in PlatformerPro.EnemyAI_AIGraph.
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virtual |
Called to tell the AI that we were able to handle the desired state.
Reimplemented in PlatformerPro.EnemyAI_AIGraph.
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virtual |
Update the timer by frame time, we drive this externally so we can halt the mob from a single place (the Enemy script).
float PlatformerPro.EnemyAI.decisionInterval |
How long between decisions, increasing this improves performance but makes the enemy less responsive.
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protected |
Timer for tracking decision interval.
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getset |
If we are going to save the enemy, this data will be saved if save state is enabled.