using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
///
/// Decisions are components that will be evaluated by transitions, every frame, and will return true or false. Examples include time spent in a state, distance to a target, or object detection within an area.
///
public abstract class AIDecision : MonoBehaviour
{
/// Decide will be performed every frame while the Brain is in a state this Decision is in. Should return true or false, which will then determine the transition's outcome.
public abstract bool Decide();
public string Label;
public bool DecisionInProgress { get; set; }
protected AIBrain _brain;
///
/// On Awake we grab our Brain
///
protected virtual void Awake()
{
_brain = this.gameObject.GetComponentInParent();
}
///
/// Meant to be overridden, called when the game starts
///
public virtual void Initialization()
{
}
///
/// Meant to be overridden, called when the Brain enters a State this Decision is in
///
public virtual void OnEnterState()
{
DecisionInProgress = true;
}
///
/// Meant to be overridden, called when the Brain exits a State this Decision is in
///
public virtual void OnExitState()
{
DecisionInProgress = false;
}
}
}