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 Perception Sequence for details.
     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

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Personal NPC Perceptions Sequence

Show the typical sequence for a Perception fired for a NPC, might be perceptions like Damage Perception.

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Broadcast NPC Perceptions Sequence

Show the typical sequence for a broadcasted Perception. Examples of broadcasted perceptions is the SpellPerception.

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