Animal Brain
Overview
The Animal brain component is used to give life to animals that are not controlled by player Input.
It is heavily based on the Unity Tutorial: Pluggable AI with Scriptable Objects
Based on AI States and Decisions you can give Tasks to the animal to wander, attack the player on sight , be your companion.. etc.
Parameters
Eyes
Reference for a GameObject that it will be used on Tasks and decisions alike to cast rays and execute logics using a reference point.
Current AI State
Starting AI State the brain will execute
Transition Cool Down
Time needed to make a new transition. Necessary to avoid Changing to multiple States in the same frame
Remove AI on Death
Removes all AI Components when the Animal Dies. (Brain, AiControl, Agent).
Events
On AI State Changed
Invoked when a new State starts. It uses the AI State ID as parameter
On Task Started
Invoked when a new Task starts. It uses the AI State ID as parameter.
It is only Invoked if the Task ID is different of zero[0].
On Task Done
Invoked when a task has completed. It uses the AI State ID as parameter
On Decision Succeeded
Invoked when a decision succeeded. It uses the AI State ID as parameter.
Debug
Debug On Screen
Shows the debug window on the screen for the animal when playing:
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