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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// the AI brain is responsible from going from one state to the other based on the defined transitions. It's basically just a collection of states, and it's where you'll link all the actions, decisions, states and transitions together.
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/AI/AIBrain")]
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public class AIBrain : MonoBehaviour
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{
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[Header("Debug")]
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/// the owner of that AI Brain, usually the associated character
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[MMReadOnly]
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public GameObject Owner;
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/// the collection of states
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public List<AIState> States;
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/// this brain's current state
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public AIState CurrentState { get; protected set; }
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/// the time we've spent in the current state
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[MMReadOnly]
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public float TimeInThisState;
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/// the current target
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[MMReadOnly]
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public Transform Target;
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/// the last known world position of the target
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[MMReadOnly]
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public Vector3 _lastKnownTargetPosition = Vector3.zero;
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[Header("State")]
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/// whether or not this brain is active
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public bool BrainActive = true;
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public bool ResetBrainOnStart = true;
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public bool ResetBrainOnEnable = false;
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[Header("Frequencies")]
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/// the frequency (in seconds) at which to perform actions (lower values : higher frequency, high values : lower frequency but better performance)
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public float ActionsFrequency = 0f;
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/// the frequency (in seconds) at which to evaluate decisions
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public float DecisionFrequency = 0f;
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/// whether or not to randomize the action and decision frequencies
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public bool RandomizeFrequencies = false;
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/// the min and max values between which to randomize the action frequency
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[MMVector("min","max")]
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public Vector2 RandomActionFrequency = new Vector2(0.5f, 1f);
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/// the min and max values between which to randomize the decision frequency
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[MMVector("min","max")]
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public Vector2 RandomDecisionFrequency = new Vector2(0.5f, 1f);
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protected AIDecision[] _decisions;
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protected AIAction[] _actions;
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protected float _lastActionsUpdate = 0f;
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protected float _lastDecisionsUpdate = 0f;
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protected AIState _initialState;
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public virtual AIAction[] GetAttachedActions()
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{
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AIAction[] actions = this.gameObject.GetComponentsInChildren<AIAction>();
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return actions;
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}
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public virtual AIDecision[] GetAttachedDecisions()
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{
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AIDecision[] decisions = this.gameObject.GetComponentsInChildren<AIDecision>();
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return decisions;
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}
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protected virtual void OnEnable()
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{
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if (ResetBrainOnEnable)
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{
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ResetBrain();
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}
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}
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/// <summary>
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/// On awake we set our brain for all states
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/// </summary>
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protected virtual void Awake()
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{
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foreach (AIState state in States)
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{
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state.SetBrain(this);
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}
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_decisions = GetAttachedDecisions();
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_actions = GetAttachedActions();
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if (RandomizeFrequencies)
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{
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ActionsFrequency = Random.Range(RandomActionFrequency.x, RandomActionFrequency.y);
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DecisionFrequency = Random.Range(RandomDecisionFrequency.x, RandomDecisionFrequency.y);
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}
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}
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/// <summary>
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/// On Start we set our first state
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/// </summary>
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protected virtual void Start()
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{
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if (ResetBrainOnStart)
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{
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ResetBrain();
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}
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}
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/// <summary>
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/// Every frame we update our current state
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/// </summary>
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protected virtual void Update()
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{
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if (!BrainActive || (CurrentState == null) || (Time.timeScale == 0f))
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{
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return;
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}
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if (Time.time - _lastActionsUpdate > ActionsFrequency)
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{
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CurrentState.PerformActions();
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_lastActionsUpdate = Time.time;
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}
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if (!BrainActive)
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{
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return;
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}
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if (Time.time - _lastDecisionsUpdate > DecisionFrequency)
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{
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CurrentState.EvaluateTransitions();
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_lastDecisionsUpdate = Time.time;
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}
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TimeInThisState += Time.deltaTime;
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StoreLastKnownPosition();
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}
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/// <summary>
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/// Transitions to the specified state, trigger exit and enter states events
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/// </summary>
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/// <param name="newStateName"></param>
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public virtual void TransitionToState(string newStateName)
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{
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if (CurrentState == null)
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{
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CurrentState = FindState(newStateName);
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if (CurrentState != null)
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{
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CurrentState.EnterState();
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}
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return;
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}
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if (newStateName != CurrentState.StateName)
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{
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CurrentState.ExitState();
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OnExitState();
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CurrentState = FindState(newStateName);
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if (CurrentState != null)
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{
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CurrentState.EnterState();
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}
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}
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}
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/// <summary>
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/// When exiting a state we reset our time counter
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/// </summary>
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protected virtual void OnExitState()
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{
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TimeInThisState = 0f;
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}
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/// <summary>
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/// Initializes all decisions
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/// </summary>
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protected virtual void InitializeDecisions()
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{
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if (_decisions == null)
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{
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_decisions = GetAttachedDecisions();
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}
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foreach(AIDecision decision in _decisions)
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{
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decision.Initialization();
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}
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}
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/// <summary>
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/// Initializes all actions
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/// </summary>
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protected virtual void InitializeActions()
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{
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if (_actions == null)
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{
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_actions = GetAttachedActions();
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}
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foreach(AIAction action in _actions)
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{
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action.Initialization();
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}
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}
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/// <summary>
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/// Returns a state based on the specified state name
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/// </summary>
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/// <param name="stateName"></param>
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/// <returns></returns>
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protected AIState FindState(string stateName)
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{
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foreach (AIState state in States)
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{
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if (state.StateName == stateName)
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{
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return state;
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}
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}
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if (stateName != "")
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{
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Debug.LogError("You're trying to transition to state '" + stateName + "' in " + this.gameObject.name + "'s AI Brain, but no state of this name exists. Make sure your states are named properly, and that your transitions states match existing states.");
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}
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return null;
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}
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/// <summary>
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/// Stores the last known position of the target
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/// </summary>
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protected virtual void StoreLastKnownPosition()
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{
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if (Target != null)
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{
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_lastKnownTargetPosition = Target.transform.position;
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}
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}
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/// <summary>
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/// Resets the brain, forcing it to enter its first state
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/// </summary>
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public virtual void ResetBrain()
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{
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InitializeDecisions();
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InitializeActions();
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BrainActive = true;
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this.enabled = true;
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if (CurrentState != null)
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{
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CurrentState.ExitState();
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OnExitState();
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}
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if (States.Count > 0)
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{
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CurrentState = States[0];
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CurrentState?.EnterState();
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}
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}
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}
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}
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