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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include <ECS_Systems_AI.h>
Inheritance diagram for AIStateTransitionSystem:
Collaboration diagram for AIStateTransitionSystem:Public Member Functions | |
| AIStateTransitionSystem () | |
| virtual void | Process () override |
Public Member Functions inherited from ECS_System | |
| ECS_System () | |
| virtual void | Render () |
| virtual void | RenderDebug () |
| void | AddEntity (EntityID entity) |
| void | RemoveEntity (EntityID entity) |
Private Member Functions | |
| void | UpdateAIState (EntityID entity) |
Additional Inherited Members | |
Public Attributes inherited from ECS_System | |
| ComponentSignature | requiredSignature |
| std::set< EntityID > | m_entities |
Definition at line 44 of file ECS_Systems_AI.h.
| AIStateTransitionSystem::AIStateTransitionSystem | ( | ) |
Definition at line 286 of file ECS_Systems_AI.cpp.
References GetComponentTypeID_Static(), and ECS_System::requiredSignature.
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overridevirtual |
Reimplemented from ECS_System.
Definition at line 293 of file ECS_Systems_AI.cpp.
References AIBlackboard_data::AIMode, AIState_data::currentMode, World::Get(), World::GetComponent(), GetComponentTypeID_Static(), ECS_System::m_entities, SYSTEM_LOG, and UpdateAIState().
Here is the call graph for this function:Definition at line 317 of file ECS_Systems_AI.cpp.
References Combat, AIState_data::currentMode, Dead, GameEngine::fDt, Flee, AIState_data::fleeHealthThreshold, World::Get(), World::GetComponent(), GetComponentTypeID_Static(), World::HasComponent(), Idle, Investigate, AIState_data::investigateTimeout, BehaviorTreeRuntime_data::isActive, Patrol, AIState_data::previousMode, and AIState_data::timeInCurrentMode.
Referenced by Process().
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