My Project
AIBase.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
5  class CBipedObject;
6  struct ActiveBiped;
7 
9  class CAIBase
10  {
11  public:
13  {
14  BASE = 0,
15  NPC,
17  };
18  virtual AIObjectType GetType(){return BASE;};
19  CAIBase(CBipedObject* pBiped);
20  CAIBase(void);
21  virtual ~CAIBase(void);
22  private:
24  CBipedObject* m_pBiped;
25  public:
29  void SetBiped(CBipedObject* pBiped);
30 
35  virtual void FrameMove(float fDeltaTime)=0;
36 
37  public:
38 
39  };
40 
41 }
different physics engine has different winding order.
Definition: EventBinding.h:32
base class never used directly
Definition: AIBase.h:15
NPC.
Definition: AIBase.h:16
CBipedObject * GetBiped()
get the biped, to which this biped controller is associated.
Definition: AIBase.cpp:32
virtual void FrameMove(float fDeltaTime)=0
a virtual function which is called every frame to process the controller.
base class for all AI objects
Definition: AIBase.h:9
void SetBiped(CBipedObject *pBiped)
Set the biped, to which this biped controller is associated.
Definition: AIBase.cpp:37
It can be used to represent biped object(like human, re spawning monsters) in the scene without inher...
Definition: BipedObject.h:60
AIObjectType
Definition: AIBase.h:12