Represents a decision for an NPC to go to sleep.
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| GoToSleepDecision (GameObject buildingGO, NPC npc) |
| Initializes a new instance of the GoToSleepDecision 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. Resets the NPC's thirst and hunger levels.
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override bool | ShouldFinish () |
| Determines whether the decision should finish based on the time of the day.
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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.
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override bool | NpcShouldDisappear [get] |
| Whether the NPC should disappear after completing the decision.
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override float | WaitDuration [get] |
| Duration the NPC should wait at the building.
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override string | PrettyName [get] |
| Human-readable name of the decision.
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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 go to sleep.
◆ GoToSleepDecision()
GoToSleepDecision.GoToSleepDecision |
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GameObject |
buildingGO, |
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NPC |
npc |
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Initializes a new instance of the GoToSleepDecision class.
- Parameters
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buildingGO | The GameObject representing the building the NPC will visit. |
npc | The NPC making the decision. |
◆ OnFinished()
override void GoToSleepDecision.OnFinished |
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protectedvirtual |
◆ ShouldFinish()
override bool GoToSleepDecision.ShouldFinish |
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protectedvirtual |
Determines whether the decision should finish based on the time of the day.
- Returns
true
if the time of day is between 7:30 and 8:30 (dawn); otherwise, false
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Implements VisitBuildingDecision.
◆ NpcShouldDisappear
override bool GoToSleepDecision.NpcShouldDisappear |
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getprotected |
Whether the NPC should disappear after completing the decision.
◆ PrettyName
override string GoToSleepDecision.PrettyName |
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get |
Human-readable name of the decision.
Implements IDecision.
◆ StoppingDistance
override float GoToSleepDecision.StoppingDistance |
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getprotected |
Stopping distance for the NPC when approaching the building.
◆ WaitDuration
override float GoToSleepDecision.WaitDuration |
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getprotected |
Duration the NPC should wait at the building.
The documentation for this class was generated from the following file: