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33 lines
1.1 KiB
C#

using MalbersAnimations.Scriptables;
using UnityEngine;
namespace MalbersAnimations.Controller.AI
{
[CreateAssetMenu(menuName = "Malbers Animations/Pluggable AI/Decision/Wait", order = 201)]
public class WaitDecision : MAIDecision
{
public override string DisplayName => "General/Wait";
[Space]
/// <summary>Range for Looking forward and Finding something</summary>
public FloatReference WaitMinTime = new FloatReference(5);
public FloatReference WaitMaxTime = new FloatReference(5);
public override void PrepareDecision(MAnimalBrain brain, int Index)
{
//Store the time we want to wait on the Local Decision Float var
brain.DecisionsVars[Index].floatValue = UnityEngine.Random.Range(WaitMinTime, WaitMaxTime);
}
public override bool Decide(MAnimalBrain brain,int Index)
{
var WaitTime = brain.DecisionsVars[Index].floatValue;
bool timepassed = MTools.ElapsedTime(brain.StateLastTime, WaitTime);
return timepassed;
}
}
}