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