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 \(no external dependencies\).
Inheritance System.Object → Component → 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. |