148 SYSTEM_LOG <<
"[BehaviorTreeRuntime_data] Default constructor called: AITreeAssetId="
156 SYSTEM_LOG <<
"[BehaviorTreeRuntime_data] Parameterized constructor called: AITreeAssetId="
157 << treeId <<
", active=" <<
active << std::endl;
#define AUTO_REGISTER_COMPONENT(ComponentType)
Macro for auto-registering a component at program startup Place this immediately after the struct def...
AIMode
AI behavior modes for NPCs.
ComponentTypeID GetComponentTypeID_Static()
const EntityID INVALID_ENTITY_ID
float wanderTargetWaitTime
bool hasWanderDestination
int wanderMaxSearchAttempts
float timeSinceTargetSeen
Vector lastKnownTargetPosition
AISenses_data(float vision, float hearing)
float combatEngageDistance
float fleeHealthThreshold
BehaviorTreeRuntime_data(uint32_t treeId, bool active)
uint32_t AICurrentNodeIndex
BehaviorTreeRuntime_data()