NPC Perception Design: Difference between revisions
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== NPC Perceptions == | == NPC Perceptions == | ||
=== Class Hirarchy == | |||
<uml> | <uml> | ||
class Perception | class Perception | ||
Perception <|-- RangePerception | Perception <|-- RangePerception | ||
Perception <|-- TimePerception | Perception <|-- TimePerception |
Revision as of 18:40, 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 Hirarchy

Personal NPC Perceptions
