por Mike Ton hace 9 años
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FSM
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Condition
Action
Global
Variables
path
GameObject/FSM
misc
StateCondition
ScriptableObject that holds condition information.
StateTransition
ScriptableObject that holds conditions.
StateAction
ScriptableObject that holds action information.
ScriptableObject that holds actions, transition and conditions.
GlobalVariables
ScriptableObject that holds global parameter data. Saved in Assets/ICode/Resources/GlobalVariables.asset
StateMachine
ScriptableObject that holds definitions to run in StateMachineBehaviour.
MonoBehaviour that runs a StateMachine.
variable
listen
change
NavMeshAgent
Examples
Follow -> Idle
LookAt
Queu
Ignore
// rotation axis?
OffSet
Vector3
Who
(GameObject)
Apply RootMotion
JumpState
Base Layer.Jump1
Rotation
150
Speed
2
Idle
Distance
Scale
Vector3(1.0, 1.0, 1.0)
0.5
Comparer
Greater
isNull
Equals
idle -> follow
Damp Time
??? Value delta duration???
Value
Use Global
Queue
bool
ApplyRootMotion?
Param
Transitions
Conditions
CurrentStatePath --> NextStatePath
Actions
Audio
Misc
Transform
SetActiveScript
State
Script
String
Owner
SendMessage
Instantiate
Prefab
Angle
Position
GetAngle
Vector3?
AI.Param
Target
(Find)
FindGameObject
FindClosest
Store
GameObject (AI.Param)
String(Scene Tag)
FindChild
(Destroy)
DestroyComponent
Destroy
Parameter
How is this different???
SetRandomInt
SetRandomFloat
SetTrigger
???
(Mecanim)
SetLookPosition
SetLayerWeight
SetIKPosition
(Params)
SetInteger
SetFloat
SetBool
(Clip)
Play
CrossFade
Type
Walk
Patrol
Flee
Follow
Simple
Attack
LayerMask