public enum AiSenseOne way of finding out that something is there.
Remarks
Unreal's five, minus one: prediction is not a sense and is not here. Predicting where something will be is a query somebody asks — whatever is aiming, leading a shot or cutting a corner — and it needs a velocity and a time, neither of which a listener has. A sense answers "is it there"; a prediction answers "where will it be", and putting the second behind the first would make every agent pay for a question almost none of them ask.
⚠ The order is the tie-break order, and it is deliberate. When two senses report the same entity in one pass the earlier one wins, so a target that is both seen and heard is recorded as seen — which is what "last known location" has to mean, because sight knows where something is and hearing knows only where a noise was.
Fields and properties (5)
SightSaw it: inside a radius, inside a cone, and with nothing solid in the way.
HearingHeard it: a noise somebody made, inside a radius, through anything.
DamageWas hurt by it. Reported by whatever applies damage; there is no radius.
TouchTouched it, or was touched by it.
TeamWas told about it by an ally who did one of the above.
Used by (16)
- DelegatePerceptionFilterVixen.Ai.Perception
- EventSenseTestsVixen.Ai.Perception.Tests
- EveryonePerceptionFilterVixen.Ai.Perception
- FilterTestsVixen.Ai.Perception.Tests
- IPerceptionFilterVixen.Ai.Perception
- PerceivedTargetVixen.Ai.Perception
- PerceivedTargetsVixen.Ai.Perception
- PerceptionConfigVixen.Ai.Perception
- PerceptionNodeTestsVixen.Ai.Perception.Tests
- PerceptionNodesVixen.Ai.Perception
- PerceptionSystemVixen.Ai.Perception
- SensesVixen.Ai.Perception
- SightTestsVixen.Ai.Perception.Tests
- StimulusEventVixen.Ai.Perception
- TeamPerceptionFilterVixen.Ai.Perception
- TeamRelayTestsVixen.Ai.Perception.Tests