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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include <ECS_Components_AI.h>
Public Member Functions | |
| BehaviorTreeRuntime_data () | |
| BehaviorTreeRuntime_data (uint32_t treeId, bool active) | |
Public Attributes | |
| uint32_t | AITreeAssetId = 0 |
| std::string | AITreePath = "" |
| uint32_t | AICurrentNodeIndex = 0 |
| uint8_t | lastStatus = 0 |
| float | nextThinkTime = 0.0f |
| bool | isActive = true |
| bool | needsRestart = false |
Definition at line 126 of file ECS_Components_AI.h.
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inline |
Definition at line 144 of file ECS_Components_AI.h.
References AITreeAssetId, and SYSTEM_LOG.
Definition at line 152 of file ECS_Components_AI.h.
References GetComponentTypeID_Static(), and SYSTEM_LOG.
Here is the call graph for this function:| uint32_t BehaviorTreeRuntime_data::AICurrentNodeIndex = 0 |
Definition at line 133 of file ECS_Components_AI.h.
| uint32_t BehaviorTreeRuntime_data::AITreeAssetId = 0 |
Definition at line 129 of file ECS_Components_AI.h.
Referenced by BehaviorTreeRuntime_data(), PrefabFactory::InstantiateBehaviorTreeRuntime(), and Olympe::BehaviorTreeDebugWindow::RefreshEntityList().
| std::string BehaviorTreeRuntime_data::AITreePath = "" |
Definition at line 130 of file ECS_Components_AI.h.
Definition at line 140 of file ECS_Components_AI.h.
Referenced by AIStateTransitionSystem::UpdateAIState().
| uint8_t BehaviorTreeRuntime_data::lastStatus = 0 |
Definition at line 134 of file ECS_Components_AI.h.
Definition at line 141 of file ECS_Components_AI.h.
| float BehaviorTreeRuntime_data::nextThinkTime = 0.0f |
Definition at line 137 of file ECS_Components_AI.h.