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AIControllerComponent Class

Definition

Namespace: Brine2D.Systems.AI

Component for AI-controlled entities. Supports multiple AI behaviors (patrol, chase, flee, wander). Lives in Brine2D.ECS because it's pure game logic (no external dependencies).

public class AIControllerComponent : Brine2D.ECS.Component

Inheritance System.ObjectComponent → AIControllerComponent

Properties
Behavior Current AI behavior mode.
CurrentTarget Current target entity (set by AISystem).
CurrentWaypointIndex Current patrol waypoint index.
DetectionRange Detection range for chase/flee behaviors (in units).
DistanceToTarget Current distance to target (calculated by AISystem).
HasTarget Whether the AI has a target in range.
LoopPatrol Whether to loop patrol points (true) or ping-pong (false).
MoveDirection Current movement direction (calculated by AISystem).
MoveSpeed Movement speed in units per second.
PatrolPoints Patrol waypoints (for patrol behavior).
SpawnPosition Spawn position (used for wander radius).
StopDistance Whether to stop when target is within this distance (for chase). 0 = always chase.
TargetTag Tag of entities to track (e.g., "Player" for enemies).
WanderChangeInterval Time between direction changes when wandering (seconds).
WanderRadius Maximum wander distance from spawn point.
WanderTimer Timer for wander behavior.
WaypointReachedDistance Distance to waypoint before moving to next one.