Raymond Maarloeve
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FetchFirewoodDecision Class Reference

Represents a decision for an NPC to fetch firewood from a nearby woodpile or forest area. More...

Public Member Functions

 FetchFirewoodDecision (GameObject buildingGO, NPC npc)
 Initializes a new instance of the FetchFirewoodDecision class.
 
- Public Member Functions inherited from VisitBuildingDecision
 VisitBuildingDecision (GameObject buildingGO, NPC npc)
 Initializes a new instance of the VisitBuildingDecision class.
 
bool Tick ()
 Executes the decision logic each frame.
 
void Start ()
 Starts the decision by setting the NPC's destination and stopping distance.
 
void Finish ()
 Finishes the decision and restores the NPC's state if necessary.
 
string DebugInfo ()
 Provides debug information about the decision.
 
void Start ()
 Initializes the decision action. Implementation should begin execution of the decision logic.
 
void Finish ()
 Finalizes the decision action. Implementation should clean up any resources or state related to the decision.
 
bool Tick ()
 Executes the decision logic and determines the outcome.
 
string DebugInfo ()
 Provides debugging information for the decision.
 

Protected Member Functions

override void OnFinished ()
 Called when the decision finishes (after waiting). You can trigger a memory event or adjust a resource variable here.
 
override bool ShouldFinish ()
 Determines whether the decision should end prematurely. Returns false so the NPC always waits the full duration.
 
abstract void OnFinished ()
 Called when the decision is finished.
 
abstract bool ShouldFinish ()
 Determines whether the decision should finish.
 

Properties

override float StoppingDistance [get]
 The stopping distance for the NPC when approaching the target location. A small value so the NPC stands near the woodpile or tree line.
 
override bool NpcShouldDisappear [get]
 Whether the NPC should disappear after reaching the target. Fetching firewood happens outside, so the NPC remains visible.
 
override float WaitDuration [get]
 How long the NPC should remain at the target location while fetching wood.
 
override string PrettyName [get]
 Human-readable name of the decision (used for UI bubbles or logs).
 
- Properties inherited from VisitBuildingDecision
bool reachedBuilding [get]
 Indicates whether the NPC has reached the building.
 
abstract float WaitDuration [get]
 The duration the NPC should wait after reaching the building.
 
abstract float StoppingDistance [get]
 The stopping distance for the NPC when approaching the building.
 
abstract bool NpcShouldDisappear [get]
 Indicates whether the NPC should disappear upon reaching the building.
 
abstract string PrettyName [get]
 Gets the human-readable name of the decision.
 
- Properties inherited from IDecision
string PrettyName [get]
 Gets the human-readable description of the decision.
 

Additional Inherited Members

- Protected Attributes inherited from VisitBuildingDecision
NPC npc
 The NPC associated with this decision.
 

Detailed Description

Represents a decision for an NPC to fetch firewood from a nearby woodpile or forest area.

Constructor & Destructor Documentation

◆ FetchFirewoodDecision()

FetchFirewoodDecision.FetchFirewoodDecision ( GameObject  buildingGO,
NPC  npc 
)

Initializes a new instance of the FetchFirewoodDecision class.

Parameters
buildingGOThe GameObject representing the target location (e.g. woodpile, forest edge).
npcThe NPC performing the decision.

Member Function Documentation

◆ OnFinished()

override void FetchFirewoodDecision.OnFinished ( )
protectedvirtual

Called when the decision finishes (after waiting). You can trigger a memory event or adjust a resource variable here.

Implements VisitBuildingDecision.

◆ ShouldFinish()

override bool FetchFirewoodDecision.ShouldFinish ( )
protectedvirtual

Determines whether the decision should end prematurely. Returns false so the NPC always waits the full duration.

Returns
False — decision lasts until WaitDuration elapses.

Implements VisitBuildingDecision.

Property Documentation

◆ NpcShouldDisappear

override bool FetchFirewoodDecision.NpcShouldDisappear
getprotected

Whether the NPC should disappear after reaching the target. Fetching firewood happens outside, so the NPC remains visible.

◆ PrettyName

override string FetchFirewoodDecision.PrettyName
get

Human-readable name of the decision (used for UI bubbles or logs).

Implements IDecision.

◆ StoppingDistance

override float FetchFirewoodDecision.StoppingDistance
getprotected

The stopping distance for the NPC when approaching the target location. A small value so the NPC stands near the woodpile or tree line.

◆ WaitDuration

override float FetchFirewoodDecision.WaitDuration
getprotected

How long the NPC should remain at the target location while fetching wood.


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