Documentation For Easy AI

integration with ufps

Actions:

Patrol

Flee

Pursue

Evade

Patrol

Can See Object

Can Hear Object

Wander

Search

Flock

-Flee

Flee will move the agent away from the target with pathfinding.

fleedDistance
The agent has fleed when the magnitude is greater than this value

lookAheadDistance
The distance to look ahead when fleeing

target
The GameObject that the agent is fleeing from

-Evade

Evade is similar to the Flee except the Evade predicts where the target is going to be in the future. This allows the agent to flee from the target earlier than it would have with the Flee.

evadeDistance
The agent has evaded when the magnitude is greater than this value.

lookAheadDistance
The distance to look ahead when evading.

targetDistPrediction
How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated.

targetDistPredictionMult
Multiplier for predicting the look ahead distance.

target
The GameObject that the agent is evading.

-Patrol

Patrol moves from waypoint to waypoint.

randomPatrol
Should the agent patrol the waypoints randomly?

waypointPauseDuration
The length of time that the agent should pause when arriving at a waypoint

waypoints
The waypoints to move to

-wander

Wander moves the agent randomly throughout the map.

wanderDistance
How far ahead of the current position to look ahead for a wander

wanderRate
The amount that the agent rotates direction

-pursue

Pursue predicts where the target is going to be in the future. This allows the agent to arrive at the target earlier than it would have with the Set Destination Action.

targetDistPrediction
How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated

targetDistPredictionMult
Multiplier for predicting the look ahead distance

target
The GameObject that the agent is pursuing

Search will search the map by wandering until it finds the target. It can find the target by seeing or hearing the target.

wanderDistance
How far ahead of the current position to look ahead for a wander

wanderRate
The amount that the agent rotates direction

fieldOfViewAngle
The field of view angle of the agent (in degrees)

viewDistance
The distance that the agent can see

ignoreLayerMask
The LayerMask of the objects to ignore when performing the line of sight check

senseAudio
Should the search end if audio was heard?

hearingRadius
How far away the unit can hear

offset
The offset relative to the pivot position

targetOffset
The target offset relative to the pivot position

objectLayerMask
The LayerMask of the objects that we are searching for

linearAudibilityThreshold
The further away a sound source is the less likely the agent will be able to hear it. Set a threshold for the the minimum audibility level that the agent can hear

returnedObject
The object that is within sight

-Can see object

Can See Object   returns the object when it sees an object in front of the current agent.

usePhysics2D
Should the 2D version be used?

targetObject
The object that we are searching for. If this value is null then the objectLayerMask will be used

objectLayerMask
The LayerMask of the objects that we are searching for

ignoreLayerMask
The LayerMask of the objects to ignore when performing the line of sight check

fieldOfViewAngle
The field of view angle of the agent (in degrees)

viewDistance
The distance that the agent can see

offset
The offset relative to the pivot position

targetOffset
The target offset relative to the pivot position

returnedObject
The object that is within sight

-Can hear object

The Can Hear Object  return the object when it hears another object.

usePhysics2D
Should the 2D version be used?

targetObject
The object that we are searching for. If this value is null then the objectLayerMask will be used

objectLayerMask
The LayerMask of the objects that we are searching for

hearingRadius
How far away the unit can hear

audibilityThreshold
The further away a sound source is the less likely the agent will be able to hear it. Set a threshold for the the minimum audibility level that the agent can hear

offset
The offset relative to the pivot position

returnedObject
The returned object that is heard

-flock

Flock moves a group of objects together in a pattern.

agents
All of the agents that should be flocking

speed
The speed of the agent

angularSpeed
Angular speed of the agent

neighborDistance
Agents less than this distance apart are neighbors

lookAheadDistance
How far the agent should look ahead when determine its pathfinding destination

alignmentWeight
The greater the alignmentWeight is the more likely it is that the agents will be facing the same direction

cohesionWeight
The greater the cohesionWeight is the more likely it is that the agents will be moving towards a common position

separationWeight
The greater the separationWeight is the more likely it is that the agents will be separated

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