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    Class KaijuSensorMultipleAction<T, T0>

    Action to sense with a sensor which could have multiple readings.

    Inheritance
    System.Object
    KaijuSensorAction<T, T0>
    KaijuSensorMultipleAction<T, T0>
    KaijuSensorMultipleComponentAction<T, T0>
    KaijuSensorMultipleGameObjectAction<T>
    Inherited Members
    KaijuSensorAction<T, T0>.sensor
    KaijuSensorAction<T, T0>.observed
    KaijuSensorAction<T, T0>.OnStart()
    KaijuSensorAction<T, T0>.OnUpdate()
    KaijuSensorAction<T, T0>.OnEnd()
    KaijuSensorAction<T, T0>.ValidSensor()
    KaijuSensorAction<T, T0>.HandleSensor()
    Namespace: KaijuSolutions.Agents.Behavior.Sensors
    Syntax
    [Serializable]
    public abstract class KaijuSensorMultipleAction<T, T0> : KaijuSensorAction<T, T0> where T : KaijuSensor where T0 : UnityEngine.Object
    Type Parameters
    Name Description
    T
    T0

    Fields

    nearest

    If we want to sort by nearest or furthest.

    Declaration
    public BlackboardVariable<bool> nearest
    Field Value
    Type Description
    BlackboardVariable<System.Boolean>

    Methods

    GetIdeal(IEnumerable<T0>)

    Get the ideal candidate once found.

    Declaration
    protected abstract void GetIdeal(IEnumerable<T0> candidates)
    Parameters
    Type Name Description
    System.Collections.Generic.IEnumerable<T0> candidates

    The candidates to choose from.

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