3#include <AiPlugin/AiPluginDLL.h>
4#include <AiPlugin/UtilityAI/Framework/AiBehavior.h>
5#include <Foundation/Containers/HybridArray.h>
6#include <Foundation/Types/UniquePtr.h>
19 void DetermineAvailableBehaviors(
plTime currentTime,
float fActiveBehaviorScore);
32 bool HasActiveBehavior()
const {
return m_pActiveBehavior !=
nullptr; }
34 plAiBehavior* GetActiveBehavior()
const {
return m_pActiveBehavior; }
41 plUInt32 m_uiNeededInUpdate = 0;
49 plUInt32 m_uiUpdateCount = 1;
Definition AiActionQueue.h:9
Definition AiBehavior.h:50
Definition AiBehaviorManager.h:12
Definition AiPerception.h:7
Definition AiPerceptionManager.h:12
This class represents an object inside the world.
Definition GameObject.h:32
A hybrid array uses in-place storage to handle the first few elements without any allocation....
Definition HybridArray.h:12
A Unique ptr manages an object and destroys that object when it goes out of scope....
Definition UniquePtr.h:10
Definition AiBehavior.h:56
Definition AiBehavior.h:43
The time class encapsulates a double value storing the time in seconds.
Definition Time.h:12