Represents a decision for an NPC to visit a building. Handles navigation, waiting, and optional disappearance behavior.
More...
|
| 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.
|
|
|
abstract void | OnFinished () |
| Called when the decision is finished.
|
|
abstract bool | ShouldFinish () |
| Determines whether the decision should finish.
|
|
|
NPC | npc |
| The NPC associated with this decision.
|
|
|
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.
|
|
string | PrettyName [get] |
| Gets the human-readable description of the decision.
|
|
Represents a decision for an NPC to visit a building. Handles navigation, waiting, and optional disappearance behavior.
◆ VisitBuildingDecision()
VisitBuildingDecision.VisitBuildingDecision |
( |
GameObject |
buildingGO, |
|
|
NPC |
npc |
|
) |
| |
Initializes a new instance of the VisitBuildingDecision class.
- Parameters
-
buildingGO | The building GameObject. |
npc | The NPC making the decision. |
◆ DebugInfo()
string VisitBuildingDecision.DebugInfo |
( |
| ) |
|
Provides debug information about the decision.
- Returns
- A string containing debug information.
Implements IDecision.
◆ Finish()
void VisitBuildingDecision.Finish |
( |
| ) |
|
Finishes the decision and restores the NPC's state if necessary.
Implements IDecision.
◆ OnFinished()
abstract void VisitBuildingDecision.OnFinished |
( |
| ) |
|
|
protectedpure virtual |
◆ ShouldFinish()
abstract bool VisitBuildingDecision.ShouldFinish |
( |
| ) |
|
|
protectedpure virtual |
◆ Start()
void VisitBuildingDecision.Start |
( |
| ) |
|
Starts the decision by setting the NPC's destination and stopping distance.
Implements IDecision.
◆ Tick()
bool VisitBuildingDecision.Tick |
( |
| ) |
|
Executes the decision logic each frame.
- Returns
- True if the decision is ongoing; false if finished.
Implements IDecision.
◆ npc
NPC VisitBuildingDecision.npc |
|
protected |
The NPC associated with this decision.
◆ NpcShouldDisappear
abstract bool VisitBuildingDecision.NpcShouldDisappear |
|
getprotected |
Indicates whether the NPC should disappear upon reaching the building.
◆ PrettyName
abstract string VisitBuildingDecision.PrettyName |
|
get |
Gets the human-readable name of the decision.
Implements IDecision.
◆ reachedBuilding
bool VisitBuildingDecision.reachedBuilding |
|
get |
Indicates whether the NPC has reached the building.
◆ StoppingDistance
abstract float VisitBuildingDecision.StoppingDistance |
|
getprotected |
The stopping distance for the NPC when approaching the building.
◆ WaitDuration
abstract float VisitBuildingDecision.WaitDuration |
|
getprotected |
The duration the NPC should wait after reaching the building.
The documentation for this class was generated from the following file: