add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,163 @@
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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 meleeAIBehavior : AIBehaviorInfo
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{
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[Header ("Custom Settings")]
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[Space]
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public AIMeleeCombatSystemBrain mainAIMeleeCombatSystemBrain;
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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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mainAIMeleeCombatSystemBrain.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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mainAIMeleeCombatSystemBrain.updateMainMeleeBehavior ();
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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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mainAIMeleeCombatSystemBrain.updateMainMeleeAttack (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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mainAIMeleeCombatSystemBrain.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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mainAIMeleeCombatSystemBrain.resetBehaviorStates ();
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}
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public override void dropWeapon ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIMeleeCombatSystemBrain.dropWeapon ();
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}
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public override void setBehaviorStatesPausedState (bool state)
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{
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mainAIMeleeCombatSystemBrain.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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mainAIMeleeCombatSystemBrain.setCombatSystemActiveState (state);
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}
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public override bool carryingWeapon ()
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{
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if (!behaviorEnabled) {
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return false;
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}
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return mainAIMeleeCombatSystemBrain.isWeaponEquiped ();
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}
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public override void setWaitToActivateAttackActiveState (bool state)
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{
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mainAIMeleeCombatSystemBrain.setWaitToActivateAttackActiveState (state);
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}
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public override void setUseRandomWalkEnabledState (bool state)
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{
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mainAIMeleeCombatSystemBrain.setUseRandomWalkEnabledState (state);
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}
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public override void setOriginalUseRandomWalkEnabledState ()
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{
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mainAIMeleeCombatSystemBrain.setOriginalUseRandomWalkEnabledState ();
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}
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public override bool isAIBehaviorAttackInProcess ()
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{
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return mainAIMeleeCombatSystemBrain.isAIBehaviorAttackInProcess ();
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}
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public override void checkNoWeaponsAvailableState ()
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{
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mainAIMeleeCombatSystemBrain.checkNoMeleeWeaponsAvailableState ();
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}
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public override void setDrawOrHolsterWeaponState (bool state)
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{
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mainAIMeleeCombatSystemBrain.setDrawOrHolsterWeaponState (state);
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}
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public override void stopCurrentAttackInProcess ()
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{
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mainAIMeleeCombatSystemBrain.stopCurrentAttackInProcess ();
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}
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public override void setTurnBasedCombatActionActiveState (bool state)
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{
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mainAIMeleeCombatSystemBrain.setTurnBasedCombatActionActiveState (state);
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}
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public override void checkAIBehaviorStateOnCharacterSpawn ()
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{
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mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
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}
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public override void checkAIBehaviorStateOnCharacterDespawn ()
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{
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mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
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}
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public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
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{
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mainAIMeleeCombatSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
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}
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public override void changeCurrentAttackMode (string newModeName)
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{
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mainAIMeleeCombatSystemBrain.changeCurrentAttackMode (newModeName);
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}
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public override void stopAttackState ()
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{
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mainAIMeleeCombatSystemBrain.stopAttackState ();
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}
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public override void setAttackEnabledState (bool state)
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{
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mainAIMeleeCombatSystemBrain.setAttackEnabledState (state);
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}
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public override void setAttackEnabledStateFromEditor (bool state)
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{
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mainAIMeleeCombatSystemBrain.setAttackEnabledStateFromEditor (state);
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}
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}
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