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insp-agenttype.html
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<h3 class="nav-header">Components</h3>
<ul class="nav flex-column">
<li class="nav-item">
<a class="nav-link" href="insp-agent.html">Agent</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-agentevent.html">Agent Event</a>
</li>
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<a class="nav-link" href="insp-entity.html">Entity</a>
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<h3 class="nav-header">ScriptableObjects</h3>
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<li class="nav-item">
<a class="nav-link" href="insp-actiontype.html">Action Type</a>
</li>
<li class="nav-item">
<a class="nav-link active" href="insp-agenttype.html">Agent Type</a>
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<a class="nav-link" href="insp-agenteventtype.html">Agent Event Type</a>
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<a class="nav-link" href="insp-entitytype.html">Entity Type</a>
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<a class="nav-link" href="insp-itemcondition.html">Item Condition</a>
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<a class="nav-link" href="insp-mappingtype.html">Mapping Type</a>
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<a class="nav-link" href="insp-roletype.html">Role Type</a>
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<h3 class="nav-header">Plain C# Classes</h3>
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<a class="nav-link" href="insp-inputcondition.html">Input Condition</a>
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<a class="nav-link" href="insp-outputchange.html">Output Change</a>
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<h1><nobr>AgentType : EntityType : ScriptableObject</nobr></h1>
<h3>What is an Agent Type?</h3>
<hr>
<p>
An Agent Type contains the main configuration for an Agent. It inherits from Entity Type which is also the base class
for World Object Type and Agent Event Type.
<br><br>
See <a class="text-link" href="doc-agent.html">Agent</a> for more info.
</p>
<h3>Agent Type Custom Inspector</h3>
<hr>
<img src="images/AgentType.png">
<h3>Entity Type Fields</h3>
<hr>
<p>
See <a class="text-link" href="insp-entitytype.html">Entity Type</a> for info on Entity Type Info, Prefab Variants, Placement Info,
Tags, Inventory, and Entity Triggers.
</p>
<h3>Core Types</h3>
<hr>
<p>
All of the major parts of an Agent are defined here.
All of these and more can be overriden by using Agent Override Types.
</p>
<img src="images/CoreTypes.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Default Movement Type</nobr></td>
<td>See <a class="text-link" href="insp-movementtype.html">Movement Type</a>.</td>
</tr>
<tr>
<td>Default Animation Type</td>
<td>See <a class="text-link" href="insp-animationtype.html">Animation Type</a>.</td>
</tr>
<tr>
<td>Use Animator Overrides</td>
<td>
Should this Agent use the Animator Overrides feature? It dynamically changes the Animator Override Controller
based on InputConditions.<br>
See <a class="text-link" href="#animatoroverrides">Animator Overrides</a> below.
</td>
</tr>
<tr>
<td>Idle Layer</td>
<td>Integer for the layer that the Idle State is located on in the Animator.</td>
</tr>
<tr>
<td>Idle State</td>
<td>String value for the Animator State name that should be considered idle.</td>
</tr>
<tr>
<td>Default Decider Type</td>
<td>See <a class="text-link" href="insp-decidertype.html">Decider Type</a>.</td>
</tr>
<tr>
<td>Default Memory Type</td>
<td>See <a class="text-link" href="insp-memorytype.html">Memory Type</a>.</td>
</tr>
<tr>
<td>Default History Type</td>
<td>See <a class="text-link" href="insp-historytype.html">History Type</a>.</td>
</tr>
<tr>
<td>Default Utility Function Type</td>
<td>See <a class="text-link" href="insp-utilityfunctiontype.html">Utility Function Type</a>.</td>
</tr>
<tr>
<td>Default No Plans Mapping Type</td>
<td>
If the planner is unable to find any plans, the decider will use this Mapping Type.
Leave at None for the Agent to do nothing.<br>
See <a class="text-link" href="insp-mappingtype.html">Mapping Type</a>.
</td>
</tr>
<tr>
<td>Default No Plans Drive Type</td>
<td>
If the planner is unable to find any plans, the decider will use this Drive Type.
This should be set if the Default No Plans Mapping Type is set. It is needed for history logging purposes.<br>
See <a class="text-link" href="insp-drivetype.html">Drive Type</a>.
</td>
</tr>
<tr>
<td>Default Utility Function Type</td>
<td>See <a class="text-link" href="insp-utilityfunctiontype.html">Utility Function Type</a>.</td>
</tr>
<tr>
<td>Max Num Detected Entities</td>
<td>The maximum number of Entities that each Sensor Type can detect in one run.</td>
</tr>
<tr>
<td>Default Sensor Types</td>
<td>
What Sensors does this Agent have? The Sensors will be run in the order of this list.
The frequency of running each sensor is defined in the Sensor Type.<br>
See <a class="text-link" href="insp-sensortype.html">Sensor Type</a>.
</td>
</tr>
</table>
<h3>Drive Types</h3>
<hr>
<img src="images/DriveTypes.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Drive Type</nobr></td>
<td>Order of DriveTypes does not matter. See <a class="text-link" href="insp-drivetype.html">Drive Type</a>.</td>
</tr>
<tr>
<td>Level</td>
<td>The Agent will start the game with the Drive set to this level.</td>
</tr>
<tr>
<td><nobr>Change Per Game Hour</nobr></td>
<td>The default change in drive level per game hour. The length of a game hour is set in the Scene's TimeManager.</td>
</tr>
</table>
<h3>Action Types</h3>
<hr>
<img src="images/ActionTypes.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Action Type</nobr></td>
<td>Order of Action Types does not matter.<br>See <a class="text-link" href="insp-actiontype.html">Action Type</a>.</td>
</tr>
<tr>
<td>Level</td>
<td>
The Agent will start the game with the Action set to this level. An Action level or skill can be used
as a measure of how good the Agent is at the Action Type.
</td>
</tr>
<tr>
<td>Prob</td>
<td>The default probablity of the Action level increasing after the Agent performs this Action Type.</td>
</tr>
<tr>
<td><nobr>Change Amount</nobr></td>
<td>The default change amount in the Action level if the Action level increases.</td>
</tr>
</table>
<h3>Attribute Types</h3>
<hr>
<img src="images/AttributeTypes.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Attribute Type</nobr></td>
<td>Order of Attribute Types does not matter.<br>See <a class="text-link" href="insp-attributetype.html">Attribute Type</a>.</td>
</tr>
<tr>
<td>Value</td>
<td>The Agent will start the game with the Attribute Type set to this value.</td>
</tr>
<tr>
<td>Range</td>
<td>For MinMaxFloatATs this is the min and max values.</td>
</tr>
</table>
<h3>Animation Overrides</h3>
<hr>
<img src="images/AnimatorOverrides.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>How Many Overrides?</nobr></td>
<td>
Each override must link to an
<a class="text-link" target="_blank" href="https://docs.unity3d.com/Manual/AnimatorOverrideController.html">
Animator Override Controller
</a>.
</td>
</tr>
<tr>
<td>Controller</td>
<td>
The
<a class="text-link" target="_blank" href="https://docs.unity3d.com/Manual/AnimatorOverrideController.html">
Animator Override Controller
</a>. It should override the Agent's base Animator Controller.
</td>
</tr>
<tr>
<td><nobr>How Many Conditions?</nobr></td>
<td>For an Override to be applied all Conditions listed must be true.
</td>
</tr>
<tr>
<td>Condition Index #</td>
<td>Maps to the index of the Animation Overrides Conditions list below. Indexing starts at 0.</td>
</tr>
<tr>
<td>Animation Overrides Conditions</td>
<td>
List of Input Conditions used for Animation Overrides. These are almost identical to the Input Conditions
used by Mapping Types except their Target Type is always set to <b>Self</b>. Also no Mapping will exist when
<b>Check</b> is called so not all Input Condition Types will work.<br>
See <a class="text-link" href="insp-inputcondition.html">Input Conditions</a>
for Mapping Types for more information.
</td>
</tr>
</table>
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