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Excalidraw Data
Text Elements
AIBrain : MonoBehavior
- void FixedUpdate();
- void UpdateEnvironmentView();
State : ScriptableObject
- virtual State Update(EnvironmentView ev);
- virtual bool OnEnter(EnvironmentView ev);
- virtual OnExit();
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Chase: State
Heard : State
Confused : State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
NavMeshAgent : MonoBehavior
LightSensor : MonoBehavior
FieldOfView : MonoBehavior
Sensors
Actuators
Damageable : BoxCollider
1
- bool IsIluminated();
<< EnvironmentView >>
1
//Updated every FixedUpdate
bool isIluminated;
bool heardSomething;
Vector3 heardPosition;
Vector3 playerPosition;
Vector3 agentPosition;
bool boxTriggered;
Time searchTime;
Time confusedTime;
//Capture on AI OnAwake()
int day;
List
Vector3 heardDestiny;
NavMeshAgent navMeshAgent;
AIBrain brain;
Patrol : State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
- bool IsPlayerVisible();
- Vector3 GetPlayerPosition();
Dormant: State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
Investigate: State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
Capture: State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
Search: State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
Kill: State
- State Update(ev);
- bool OnEnter(ev);
- OnExit();
SoundSensor: MonoBehavior
- bool HeardSomething(out Vector3);
Common Monster