Files
AppleHillsProduction/Assets/External/Feel/MMTools/Foundation/MMAI/AIAction.cs
2025-12-11 14:49:16 +01:00

72 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// Actions are behaviours and describe what your character is doing. Examples include patrolling, shooting, jumping, etc.
/// </summary>
public abstract class AIAction : MonoBehaviour
{
public enum InitializationModes { EveryTime, OnlyOnce, }
/// whether initialization should happen only once, or every time the brain is reset
public InitializationModes InitializationMode;
protected bool _initialized;
/// a label you can set to organize your AI Actions, not used by anything else
[Tooltip("a label you can set to organize your AI Actions, not used by anything else")]
public string Label;
public abstract void PerformAction();
public virtual bool ActionInProgress { get; set; }
protected AIBrain _brain;
protected virtual bool ShouldInitialize
{
get
{
switch (InitializationMode)
{
case InitializationModes.EveryTime:
return true;
case InitializationModes.OnlyOnce:
return _initialized == false;
}
return true;
}
}
/// <summary>
/// On Awake we grab our AIBrain
/// </summary>
protected virtual void Awake()
{
_brain = this.gameObject.GetComponentInParent<AIBrain>();
}
/// <summary>
/// Initializes the action. Meant to be overridden
/// </summary>
public virtual void Initialization()
{
_initialized = true;
}
/// <summary>
/// Describes what happens when the brain enters the state this action is in. Meant to be overridden.
/// </summary>
public virtual void OnEnterState()
{
ActionInProgress = true;
}
/// <summary>
/// Describes what happens when the brain exits the state this action is in. Meant to be overridden.
/// </summary>
public virtual void OnExitState()
{
ActionInProgress = false;
}
}
}