131 lines
3.0 KiB
C#
131 lines
3.0 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 closeCombatAIBehavior : AIBehaviorInfo
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{
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[Header ("Custom Settings")]
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[Space]
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public AICloseCombatSystemBrain mainAICloseCombatSystemBrain;
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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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mainAICloseCombatSystemBrain.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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mainAICloseCombatSystemBrain.updateMainCloseCombatBehavior ();
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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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mainAICloseCombatSystemBrain.updateMainCloseCombatAttack (canUseAttack);
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}
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public override void updateInsideRangeDistance (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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mainAICloseCombatSystemBrain.updateInsideMinDistance (state);
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}
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public override void resetBehaviorStates ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAICloseCombatSystemBrain.resetBehaviorStates ();
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}
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public override void setBehaviorStatesPausedState (bool state)
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{
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mainAICloseCombatSystemBrain.setBehaviorStatesPausedState (state);
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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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mainAICloseCombatSystemBrain.setCloseCombatSystemActiveState (state);
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}
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public override void setWaitToActivateAttackActiveState (bool state)
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{
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mainAICloseCombatSystemBrain.setWaitToActivateAttackActiveState (state);
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}
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public override void setUseRandomWalkEnabledState (bool state)
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{
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mainAICloseCombatSystemBrain.setUseRandomWalkEnabledState (state);
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}
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public override void setOriginalUseRandomWalkEnabledState ()
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{
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mainAICloseCombatSystemBrain.setOriginalUseRandomWalkEnabledState ();
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}
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public override bool isAIBehaviorAttackInProcess ()
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{
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return mainAICloseCombatSystemBrain.isAIBehaviorAttackInProcess ();
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}
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public override void stopCurrentAttackInProcess ()
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{
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mainAICloseCombatSystemBrain.stopCurrentAttackInProcess ();
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}
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public override void setTurnBasedCombatActionActiveState (bool state)
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{
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mainAICloseCombatSystemBrain.setTurnBasedCombatActionActiveState (state);
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}
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public override void checkAIBehaviorStateOnCharacterSpawn ()
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{
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mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
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}
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public override void checkAIBehaviorStateOnCharacterDespawn ()
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{
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mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
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}
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public override void changeCurrentAttackMode (string newModeName)
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{
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mainAICloseCombatSystemBrain.changeCurrentAttackMode (newModeName);
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}
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public override void stopAttackState ()
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{
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mainAICloseCombatSystemBrain.stopAttackState ();
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}
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public override void setAttackEnabledState (bool state)
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{
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mainAICloseCombatSystemBrain.setAttackEnabledState (state);
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}
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public override void setAttackEnabledStateFromEditor (bool state)
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{
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mainAICloseCombatSystemBrain.setAttackEnabledStateFromEditor (state);
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}
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}
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