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FueraDeEscala/Assets/Game Kit Controller/Scripts/AI/Custom AI Behavior/powersAIBehavior.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class powersAIBehavior : AIBehaviorInfo
{
[Header ("Custom Settings")]
[Space]
public AIPowersSystemBrain mainAIPowersSystemBrain;
public override void updateAI ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.updateAI ();
}
public override void updateAIBehaviorState ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.updateBehavior ();
}
public override void updateAIAttackState (bool canUseAttack)
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.updateAIAttackState (canUseAttack);
}
public override void updateInsideRangeDistance (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.updateInsideMinDistance (state);
}
public override void resetBehaviorStates ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.resetBehaviorStates ();
}
public override void resetAttackState ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.resetAttackState ();
}
public override void stopAim ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.stopAim ();
}
public override void disableOnSpottedState ()
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.disableOnSpottedState ();
}
public override void setBehaviorStatesPausedState (bool state)
{
mainAIPowersSystemBrain.setBehaviorStatesPausedState (state);
}
public override void setSystemActiveState (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIPowersSystemBrain.setSystemActiveState (state);
}
public override void setWaitToActivateAttackActiveState (bool state)
{
mainAIPowersSystemBrain.setWaitToActivateAttackActiveState (state);
}
public override void stopCurrentAttackInProcess ()
{
mainAIPowersSystemBrain.stopCurrentAttackInProcess ();
}
public override void setTurnBasedCombatActionActiveState (bool state)
{
mainAIPowersSystemBrain.setTurnBasedCombatActionActiveState (state);
}
public override void checkAIBehaviorStateOnCharacterSpawn ()
{
mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
}
public override void checkAIBehaviorStateOnCharacterDespawn ()
{
mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
}
public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
{
mainAIPowersSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
}
public override void changeCurrentAttackMode (string newModeName)
{
mainAIPowersSystemBrain.changeCurrentAttackMode (newModeName);
}
public override void stopAttackState ()
{
mainAIPowersSystemBrain.stopAttackState ();
}
public override void setAttackEnabledState (bool state)
{
mainAIPowersSystemBrain.setAttackEnabledState (state);
}
public override void setAttackEnabledStateFromEditor (bool state)
{
mainAIPowersSystemBrain.setAttackEnabledStateFromEditor (state);
}
}