Agent is the base class for AI. Generally if you are using RAIN you will not want to create instances on your own. However, you may want to use key methods of this class to manipulate your AI. More...
Classes | |
class | NotAnAgentException |
NotAnAgentException may be thrown if RAIN finds a significant error in the construction of the AI. More... | |
Public Member Functions | |
Sensor | GetSensor (string sensorName) |
void | GainInterestIn (string symbol) |
GainInterestIn will add the specified Aspect symbol to the set of objects that can be detected by active Sensors. | |
void | LoseInterestIn (string symbol) |
LoseInterestIn will remove the specified Aspect symbol from the set of objects that can be detected by active Sensors. | |
void | ConcentrateOn (string symbol) |
ConcentrateOn will set the specified Aspect symbol as the only Aspect detected by active Sensors. All other Aspects will be ignored. | |
void | Sense () |
Sense tells your AI to process information from Sensors at this moment in time. Note that this is not a persistent method. You must call each time you need to update AI memory. | |
void | BeginSense () |
BeginSense resets sensors to their initial state, preparing them to begin a sensing operation. This method should be called once before subsequent calls to Sense. | |
void | GetObjectWithAspect (string symbol, out GameObject aspectObject) |
GetObjectWithAspect will return a single GameObject that has been detected by sensors that matches the Aspect symbol specified. | |
void | GetAllObjectsWithAspect (string symbol, out GameObject[] aspectObjects) |
GetAllObjectsWithAspect returns an array of game objects that have been detected by sensors that match the Aspect symbol defined. | |
bool | MoveTo (Vector3 position, float deltaTime) |
MoveTo instructs your AI to attempt to move toward a point in space in the best way possible. This includes making use of any pathfinding information associated with the current PathManager attached to your AI. RAIN AI will automatically construct paths using Waypoint or Recast Navigation Graph data if available and will use path following and obstacle avoidance to reach the destination. This method must be called per frame during either an Action or within the Act() method of an AIBehavior. | |
bool | Move (float deltaTime) |
Move will cause the AI to move based on the MoveTarget associated with an attached path manager. | |
bool | LookAt (Vector3 position, float deltaTime) |
LookAt instructs your AI to rotate in place and orient itself to face a point in space. This method must be called per frame during either an Action or within the Act() method of an AIBehavior. | |
bool | Look (float deltaTime) |
Look will cause the AI to look based on the LookTarget associated with an attached path manager. | |
Properties | |
string | Name [get, set] |
A unique name for your AI. | |
GameObject | Avatar [get] |
Avatar (property) returns the game object defined as the Avatar for your AI. | |
Mind | Mind [get] |
ActionContext | actionContext [get] |
MoveLookTarget | MoveTarget [get, set] |
MoveLookTarget | LookTarget [get, set] |
PathManager | PathManager [get] |
Agent is the base class for AI. Generally if you are using RAIN you will not want to create instances on your own. However, you may want to use key methods of this class to manipulate your AI.
void RAIN.Core.Agent.BeginSense | ( | ) |
BeginSense resets sensors to their initial state, preparing them to begin a sensing operation. This method should be called once before subsequent calls to Sense.
void RAIN.Core.Agent.ConcentrateOn | ( | string | symbol | ) |
ConcentrateOn will set the specified Aspect symbol as the only Aspect detected by active Sensors. All other Aspects will be ignored.
symbol |
void RAIN.Core.Agent.GainInterestIn | ( | string | symbol | ) |
GainInterestIn will add the specified Aspect symbol to the set of objects that can be detected by active Sensors.
symbol | The name of an Aspect to detect |
void RAIN.Core.Agent.GetAllObjectsWithAspect | ( | string | symbol, |
out GameObject[] | aspectObjects | ||
) |
GetAllObjectsWithAspect returns an array of game objects that have been detected by sensors that match the Aspect symbol defined.
symbol | The name of the Aspect to query |
aspects | An array of GameObjects detected by Sensors related to the Aspect symbol |
void RAIN.Core.Agent.GetObjectWithAspect | ( | string | symbol, |
out GameObject | aspectObject | ||
) |
GetObjectWithAspect will return a single GameObject that has been detected by sensors that matches the Aspect symbol specified.
symbol | The name of the Aspect to query |
aspectObject | A GameObject that has been detected by Sensors related to the Aspect symbol |
bool RAIN.Core.Agent.Look | ( | float | deltaTime | ) |
Look will cause the AI to look based on the LookTarget associated with an attached path manager.
deltaTime |
bool RAIN.Core.Agent.LookAt | ( | Vector3 | position, |
float | deltaTime | ||
) |
LookAt instructs your AI to rotate in place and orient itself to face a point in space. This method must be called per frame during either an Action or within the Act() method of an AIBehavior.
position | A Vector3 point to look at |
deltaTime | The time that has passed since the last Update loop |
void RAIN.Core.Agent.LoseInterestIn | ( | string | symbol | ) |
LoseInterestIn will remove the specified Aspect symbol from the set of objects that can be detected by active Sensors.
symbol | The name of an Aspect to remove |
bool RAIN.Core.Agent.Move | ( | float | deltaTime | ) |
Move will cause the AI to move based on the MoveTarget associated with an attached path manager.
deltaTime |
bool RAIN.Core.Agent.MoveTo | ( | Vector3 | position, |
float | deltaTime | ||
) |
MoveTo instructs your AI to attempt to move toward a point in space in the best way possible. This includes making use of any pathfinding information associated with the current PathManager attached to your AI. RAIN AI will automatically construct paths using Waypoint or Recast Navigation Graph data if available and will use path following and obstacle avoidance to reach the destination. This method must be called per frame during either an Action or within the Act() method of an AIBehavior.
position | A Vector3 point to move toward |
deltaTime | The time that has passed since the last Update loop |
void RAIN.Core.Agent.Sense | ( | ) |
Sense tells your AI to process information from Sensors at this moment in time. Note that this is not a persistent method. You must call each time you need to update AI memory.
GameObject RAIN.Core.Agent.Avatar [get] |
Avatar (property) returns the game object defined as the Avatar for your AI.
string RAIN.Core.Agent.Name [get, set] |
A unique name for your AI.