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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class turnBasedCombatAIBehavior : AIBehaviorInfo
{
[Header ("Custom Settings")]
[Space]
public AITurnBasedCombatSystemBrain mainAITurnBasedCombatSystemBrain;
public override void updateAI ()
{
if (!behaviorEnabled) {
return;
}
mainAITurnBasedCombatSystemBrain.updateAI ();
}
public override void updateAIBehaviorState ()
{
if (!behaviorEnabled) {
return;
}
mainAITurnBasedCombatSystemBrain.updateBehavior ();
}
public override void updateAIAttackState (bool canUseAttack)
{
if (!behaviorEnabled) {
return;
}
mainAITurnBasedCombatSystemBrain.updateAIAttackState (canUseAttack);
}
public override void setSystemActiveState (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAITurnBasedCombatSystemBrain.setSystemActiveState (state);
}
public override void setWaitToActivateAttackActiveState (bool state)
{
mainAITurnBasedCombatSystemBrain.setWaitToActivateAttackActiveState (state);
}
public override void setIsCurrentCharacterTurn (bool state)
{
mainAITurnBasedCombatSystemBrain.setIsCurrentCharacterTurn (state);
}
public override void setCurrentCharacterTurnTarget (GameObject newTarget)
{
mainAITurnBasedCombatSystemBrain.setCurrentCharacterTurnTarget (newTarget);
}
public override void checkStateOnCharacterDead ()
{
mainAITurnBasedCombatSystemBrain.checkStateOnCharacterDead ();
}
public override void setAIOnPlayerTeamState (bool state)
{
mainAITurnBasedCombatSystemBrain.setAIOnPlayerTeamState (state);
}
}