AI

Description

The AI.cs file contains the BehaviourType enumeration which defines various AI behavior states used in NPC decision-making.

Namespace

Universe.Character

Enums

BehaviourType

An enumeration defining the possible behavior states for AI-controlled characters.

Value Description
Wait AI stays idle and waits
HangAround AI moves around in a relaxed manner without a specific destination
Go AI moves to a destination at normal speed
GoFast AI moves to a destination quickly
LookAt AI turns to look at a point of interest
Attack AI enters offensive behavior mode
Defend AI enters defensive behavior mode
Follow AI follows a target
Protect AI protects a target or area
Escape AI tries to retreat from danger
Jump AI performs a jump
Animate AI plays a specific animation
Action AI performs a special action
Cancel AI cancels its current behavior

Usage Context

This enumeration is typically used in NPC controllers and custom AI models to determine and set the behavior state of non-player characters. It provides the foundation for AI decision-making systems.

Example Usage

// In an NPC controller
if (enemyDetected) {
    // Set behavior to attack
    SetBehavior(BehaviourType.Attack);
} else if (playerNearby) {
    // Set behavior to follow
    SetBehavior(BehaviourType.Follow);
} else {
    // Default to hanging around
    SetBehavior(BehaviourType.HangAround);
}
  • Works with NpcController.cs
  • Used by CustomAiModelTemplate.cs