Represents a decision for an NPC to eavesdrop by a window (outside a building).
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| | EavesdropDecision (GameObject buildingGO, NPC npc) |
| | Initializes a new instance of the EavesdropDecision class.
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| | VisitBuildingDecision (GameObject buildingGO, NPC npc) |
| | Initializes a new instance of the VisitBuildingDecision class.
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| bool | Tick () |
| | Executes the decision logic each frame.
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| void | Start () |
| | Starts the decision by setting the NPC's destination and stopping distance.
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| void | Finish () |
| | Finishes the decision and restores the NPC's state if necessary.
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| string | DebugInfo () |
| | Provides debug information about the decision.
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| void | Start () |
| | Initializes the decision action. Implementation should begin execution of the decision logic.
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| void | Finish () |
| | Finalizes the decision action. Implementation should clean up any resources or state related to the decision.
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| bool | Tick () |
| | Executes the decision logic and determines the outcome.
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| string | DebugInfo () |
| | Provides debugging information for the decision.
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| override void | OnFinished () |
| | Called when the decision is finished. No state changes by default (you can hook memory/events here if desired).
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| override bool | ShouldFinish () |
| | Determines whether the decision should finish earlier than the default timer. Return false to rely solely on WaitDuration.
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| abstract void | OnFinished () |
| | Called when the decision is finished.
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| abstract bool | ShouldFinish () |
| | Determines whether the decision should finish.
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| override float | StoppingDistance [get] |
| | Stopping distance for the NPC when approaching the building. Keep it small so the NPC stands close to the wall/window.
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| override bool | NpcShouldDisappear [get] |
| | Whether the NPC should disappear after completing the decision. Eavesdropping happens outside, so the NPC should remain visible.
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| override float | WaitDuration [get] |
| | Duration the NPC should wait at the building while eavesdropping.
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| override string | PrettyName [get] |
| | Human-readable name of the decision (used for the speech bubble / logging).
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| bool | reachedBuilding [get] |
| | Indicates whether the NPC has reached the building.
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| abstract float | WaitDuration [get] |
| | The duration the NPC should wait after reaching the building.
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| abstract float | StoppingDistance [get] |
| | The stopping distance for the NPC when approaching the building.
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| abstract bool | NpcShouldDisappear [get] |
| | Indicates whether the NPC should disappear upon reaching the building.
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| abstract string | PrettyName [get] |
| | Gets the human-readable name of the decision.
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| string | PrettyName [get] |
| | Gets the human-readable description of the decision.
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| NPC | npc |
| | The NPC associated with this decision.
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Represents a decision for an NPC to eavesdrop by a window (outside a building).
◆ EavesdropDecision()
| EavesdropDecision.EavesdropDecision |
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GameObject |
buildingGO, |
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NPC |
npc |
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) |
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Initializes a new instance of the EavesdropDecision class.
- Parameters
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| buildingGO | The GameObject representing the target building (or its Entrance if present). |
| npc | The NPC making the decision. |
◆ OnFinished()
| override void EavesdropDecision.OnFinished |
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protectedvirtual |
Called when the decision is finished. No state changes by default (you can hook memory/events here if desired).
Implements VisitBuildingDecision.
◆ ShouldFinish()
| override bool EavesdropDecision.ShouldFinish |
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protectedvirtual |
Determines whether the decision should finish earlier than the default timer. Return false to rely solely on WaitDuration.
- Returns
- False, indicating the decision should not finish prematurely.
Implements VisitBuildingDecision.
◆ NpcShouldDisappear
| override bool EavesdropDecision.NpcShouldDisappear |
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getprotected |
Whether the NPC should disappear after completing the decision. Eavesdropping happens outside, so the NPC should remain visible.
◆ PrettyName
| override string EavesdropDecision.PrettyName |
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get |
Human-readable name of the decision (used for the speech bubble / logging).
Implements IDecision.
◆ StoppingDistance
| override float EavesdropDecision.StoppingDistance |
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getprotected |
Stopping distance for the NPC when approaching the building. Keep it small so the NPC stands close to the wall/window.
◆ WaitDuration
| override float EavesdropDecision.WaitDuration |
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getprotected |
Duration the NPC should wait at the building while eavesdropping.
The documentation for this class was generated from the following file: