Every object and agent in NEEDSIM Life simulation has a NEEDSIMNode: This is the essential component for using NEEDSIM Life simulation.
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Inherits MonoBehaviour.
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| 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...
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| bool | AcceptSlot () |
| | If the simulation distributed a slot to this agent try to accept it. More...
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| bool | ArrivalAtSlot (Slot slot) |
| | This method tries to call the AgentArrivalEasy() method at the slot it is passed to. More...
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| 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...
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Every object and agent in NEEDSIM Life simulation has a NEEDSIMNode: This is the essential component for using NEEDSIM Life simulation.
| bool NEEDSIM.NEEDSIMNode.AcceptSlot |
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If the simulation distributed a slot to this agent try to accept it.
- Returns
- Whether the slot was accepted
| bool NEEDSIM.NEEDSIMNode.ArrivalAtSlot |
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Slot |
slot | ) |
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This method tries to call the AgentArrivalEasy() method at the slot it is passed to.
- Parameters
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| slot | The slot this agent arrives to |
- Returns
- Whether the arrival at a slot by this agent was successful
| void NEEDSIM.NEEDSIMNode.BuildTreeBasedOnSceneHierarchy |
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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 |
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Animator |
animator | ) |
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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
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- Returns
- Whether the most recent animation order was consumed.
The documentation for this class was generated from the following file: