BrawlerAGD BrawlerAGD 0.0.0 ALPHA
An Automated Game Designer (AGD) Used for Creating Brawler Fighting Games. An Automated Game Designer for Brawler Video Games
AI Class Reference
Inheritance diagram for AI:
Controller

Public Types

enum  AIState { pursue , recover }
 

Public Member Functions

 AI (Player player, Player opponent)
 
override void Update ()
 
void UpdatePursue ()
 
void UpdateRecover ()
 
override float GetAxis (string code)
 
override bool GetKeyDown (string code)
 
- Public Member Functions inherited from Controller
 Controller (Player player, Player opponent)
 
void SetPlayer1Buttons ()
 
void SetPlayer2Buttons ()
 
virtual void Update ()
 
Vector2 GetClosestPlatformDirection ()
 
virtual float GetAxis (string code)
 
virtual bool GetKeyDown (string code)
 
bool OverPit (Vector2 offset)
 
bool OverPit ()
 
bool PlayerInRangeOfMove ()
 
bool OpponentAbove ()
 
bool OpponentRight ()
 
bool ApproachingEdge ()
 
bool JumpsExhausted ()
 

Public Attributes

AIState state = AIState.pursue
 
bool pressLeft
 
bool pressRight
 
bool pressJump
 
bool pressMove1
 
int recoveryTime
 
int recoveryTimeLimit
 
Vector2 targetMod
 
int targetTimeLimit
 
int targetTime
 
- Public Attributes inherited from Controller
string horizontalAxis
 
string jumpKey
 
string pauseKey
 
string move1Key
 
Player player
 
Player opponent
 
Transform playerTransform
 
LayerMask mask
 

Member Enumeration Documentation

◆ AIState

enum AI.AIState
Enumerator
pursue 
recover 

Constructor & Destructor Documentation

◆ AI()

AI.AI ( Player  player,
Player  opponent 
)

Member Function Documentation

◆ GetAxis()

override float AI.GetAxis ( string  code)
virtual

Reimplemented from Controller.

◆ GetKeyDown()

override bool AI.GetKeyDown ( string  code)
virtual

Reimplemented from Controller.

◆ Update()

override void AI.Update ( )
virtual

Reimplemented from Controller.

◆ UpdatePursue()

void AI.UpdatePursue ( )

◆ UpdateRecover()

void AI.UpdateRecover ( )

Member Data Documentation

◆ pressJump

bool AI.pressJump

◆ pressLeft

bool AI.pressLeft

◆ pressMove1

bool AI.pressMove1

◆ pressRight

bool AI.pressRight

◆ recoveryTime

int AI.recoveryTime

◆ recoveryTimeLimit

int AI.recoveryTimeLimit

◆ state

AIState AI.state = AIState.pursue

◆ targetMod

Vector2 AI.targetMod

◆ targetTime

int AI.targetTime

◆ targetTimeLimit

int AI.targetTimeLimit

The documentation for this class was generated from the following file: