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    Class GiveSwordAction

    This action gives a sword to another agent.

    Inheritance
    Object
    UtilityAction
    GiveSwordAction
    Implements
    IUtilityAction
    Inherited Members
    UtilityAction.Name
    UtilityAction.Weight
    UtilityAction.MinScore
    UtilityAction.Considerations
    UtilityAction.PerformData
    UtilityAction.MoveData
    UtilityAction.PropertySet
    UtilityAction.Events
    UtilityAction.State
    UtilityAction.Agent
    UtilityAction.Score
    UtilityAction.Initialized
    UtilityAction.IUtilityAction.Weight
    UtilityAction.IUtilityAction.MoveData
    UtilityAction.IUtilityAction.Name
    UtilityAction.IUtilityAction.State
    UtilityAction.IUtilityAction.Events
    UtilityAction.IUtilityAction.Considerations
    UtilityAction.IUtilityAction.PropertySet
    UtilityAction.SetScore(Single)
    UtilityAction.Setup(Agent)
    UtilityAction.InitializeDynamicConsideration()
    UtilityAction.AddConsideration(Consideration)
    UtilityAction.RemoveConsideration(Consideration)
    UtilityAction.OnConsiderationCheck(Consideration)
    UtilityAction.OnMoveStarted(MoveSystemBase)
    UtilityAction.TimeWatch
    UtilityAction.FoldOutEnabled
    UtilityAction.OnReachedDestination()
    UtilityAction.SetState(EActionStatus)
    UtilityAction.ReachedPerformDuration
    UtilityAction.PerformByDuration(Agent)
    UtilityAction.OnPerformByDurationCompleted(Agent)
    Namespace: TinnyStudios.AIUtility.Impl.Examples.FarmerHero
    Assembly: UtilityAIFramework.dll
    Syntax
    public class GiveSwordAction : UtilityAction, IUtilityAction

    Fields

    HeroAgent

    Declaration
    public Agent HeroAgent
    Field Value
    Type Description
    Agent

    Properties

    HeroAgentContext

    Declaration
    public ExampleDataContext HeroAgentContext { get; }
    Property Value
    Type Description
    ExampleDataContext

    Methods

    IsAvailable()

    In this case, we override IsAvailable because we don't want to give a weapon to the agent if he already has one. Other alternative is we actually deduct the number of swords this agent carries and use it in Consideration. But this is simple and illustrate a usage for IsAvailable that is easy to read.

    Declaration
    public override bool IsAvailable()
    Returns
    Type Description
    Boolean
    Overrides
    UtilityAction.IsAvailable()

    OnMove(MoveSystemBase)

    Declaration
    public override void OnMove(MoveSystemBase moveSystem)
    Parameters
    Type Name Description
    MoveSystemBase moveSystem
    Overrides
    UtilityAction.OnMove(MoveSystemBase)

    Perform(Agent)

    Declaration
    public override EActionStatus Perform(Agent agent)
    Parameters
    Type Name Description
    Agent agent
    Returns
    Type Description
    EActionStatus
    Overrides
    UtilityAction.Perform(Agent)

    Implements

    IUtilityAction
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