NEEDSIM.NEEDSIMNode Class Reference

Every object and agent in NEEDSIM Life simulation has a NEEDSIMNode: This is the essential component for using NEEDSIM Life simulation. More...

Inherits MonoBehaviour.

Public Member Functions

void BuildTreeBasedOnSceneHierarchy ()
 Recursively build an Affordance Tree from the scene hierarchy. This method will not work for intermediate objects in the hierarchy - there is only deeper search if a direct ancestor is a NEEDSIMNode. More...
 
bool AcceptSlot ()
 If the simulation distributed a slot to this agent try to accept it. More...
 
bool ArrivalAtSlot (Slot slot)
 This method tries to call the AgentArrivalEasy() method at the slot it is passed to. More...
 
bool TryConsumingAnimationOrder (Animator animator)
 This method assumes that in the animator a trigger named "Movement" exists, and that for each interaction a trigger with the same name exists in the animator, e.g. that for the interaction "Eat" a trigger named "Eat" is in the animation and is used to transition into a state or sub-state-machine that plays animation(s) for eating. More...
 

Detailed Description

Every object and agent in NEEDSIM Life simulation has a NEEDSIMNode: This is the essential component for using NEEDSIM Life simulation.

Member Function Documentation

bool NEEDSIM.NEEDSIMNode.AcceptSlot ( )

If the simulation distributed a slot to this agent try to accept it.

Returns
Whether the slot was accepted
bool NEEDSIM.NEEDSIMNode.ArrivalAtSlot ( Slot  slot)

This method tries to call the AgentArrivalEasy() method at the slot it is passed to.

Parameters
slotThe slot this agent arrives to
Returns
Whether the arrival at a slot by this agent was successful
void NEEDSIM.NEEDSIMNode.BuildTreeBasedOnSceneHierarchy ( )

Recursively build an Affordance Tree from the scene hierarchy. This method will not work for intermediate objects in the hierarchy - there is only deeper search if a direct ancestor is a NEEDSIMNode.

bool NEEDSIM.NEEDSIMNode.TryConsumingAnimationOrder ( Animator  animator)

This method assumes that in the animator a trigger named "Movement" exists, and that for each interaction a trigger with the same name exists in the animator, e.g. that for the interaction "Eat" a trigger named "Eat" is in the animation and is used to transition into a state or sub-state-machine that plays animation(s) for eating.

Parameters
animator
Returns
Whether the most recent animation order was consumed.

The documentation for this class was generated from the following file:
  • NEEDSIMNode.cs