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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 BehaviorTreeSystem:
Collaboration diagram for BehaviorTreeSystem:Public Member Functions | |
| BehaviorTreeSystem () | |
| 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) |
Additional Inherited Members | |
Public Attributes inherited from ECS_System | |
| ComponentSignature | requiredSignature |
| std::set< EntityID > | m_entities |
Definition at line 58 of file ECS_Systems_AI.h.
| BehaviorTreeSystem::BehaviorTreeSystem | ( | ) |
Definition at line 445 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 452 of file ECS_Systems_AI.cpp.
References Olympe::BehaviorTreeDebugWindow::AddExecutionEntry(), Combat, AIState_data::currentMode, Dead, ExecuteBTNode(), Failure, GameEngine::fDt, Flee, g_btDebugWindow, BehaviorTreeManager::Get(), World::Get(), World::GetComponent(), GetComponentTypeID_Static(), BehaviorTreeManager::GetTreeByAnyId(), BehaviorTreeManager::GetTreeByPath(), World::HasComponent(), Idle, Investigate, Olympe::BehaviorTreeDebugWindow::IsVisible(), ECS_System::m_entities, BehaviorTreeAsset::name, Patrol, BehaviorTreeAsset::rootNodeId, Running, Success, SYSTEM_LOG, and AISenses_data::thinkHz.
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