Animal Brain
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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.

Reference for a GameObject that it will be used on Tasks and decisions alike to cast rays and execute logics using a reference point.
Starting AI State the brain will execute
Time needed to make a new transition. Necessary to avoid Changing to multiple States in the same frame
Removes all AI Components when the Animal Dies. (Brain, AiControl, Agent).

Invoked when a new State starts. It uses the AI State ID as parameter
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].
Invoked when a task has completed. It uses the AI State ID as parameter
Invoked when a decision succeeded. It uses the AI State ID as parameter.

Shows the debug window on the screen for the animal when playing:

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