Difference between revisions of "NPC Perception Design"
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Line 58: | Line 58: | ||
<uml> | <uml> | ||
-> psNPCClient : TriggerEvent | -> psNPCClient : TriggerEvent | ||
activate psNPCClient | |||
loop | loop | ||
psNPCClient -> NPC : TriggerEvent | psNPCClient -> NPC : TriggerEvent | ||
activate NPC | |||
NPC -> NPCType : FirePerception | NPC -> NPCType : FirePerception | ||
activate NPCType | |||
loop | loop | ||
note over NPCType : See Personal NPC | note over NPCType : See Personal NPC\nPerception Sequence\nfor details. | ||
end | end | ||
NPC <-- NPCType | |||
deactivate NPCType | |||
psNPCClient <-- NPC | |||
deactivate NPC | |||
end | end | ||
<-- psNPCClient | <-- psNPCClient | ||
deactivate psNPCClient | |||
</uml> | </uml> | ||
[[Category:Engine documents]] | [[Category:Engine documents]] |
Revision as of 20:10, 30 April 2011
See Behaviors_and_Reactions for User details about how to use Perceptions in the behavior.xml file.
This embodies any perception an NPC might have, or any game event of interest. Reaction objects below will subscribe to these events, and the networking system will publish them. Examples would be "attacked", "collided", "talked to", "hear cry".
NPC Perceptions
Class Hierarchy
Personal NPC Perceptions Sequence
Show the typical sequence for a Perception fired for a NPC, might be perceptions like Damage Perception.
Broadcast NPC Perceptions Sequence
Show the typical sequence for a broadcasted Perception. Examples of broadcasted perceptions is the SpellPerception.