⚠ Switch to EXCALIDRAW VIEW in the MORE OPTIONS menu of this document. ⚠ You can decompress Drawing data with the command palette: ‘Decompress current Excalidraw file’. For more info check in plugin settings under ‘Saving’

Excalidraw Data

Text Elements

AIBrain : MonoBehavior

  • void FixedUpdate();
  • void UpdateEnvironmentView();

State : ScriptableObject

  • virtual State Update(EnvironmentView ev);
  • virtual bool OnEnter(EnvironmentView ev);
  • virtual OnExit();

1

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 patrolPoints;
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