add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,218 @@
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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 weaponsAIBehavior : AIBehaviorInfo
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{
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[Header ("Custom Settings")]
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[Space]
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public AIFireWeaponsSystemBrain mainAIFireWeaponsSystemBrain;
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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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mainAIFireWeaponsSystemBrain.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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mainAIFireWeaponsSystemBrain.updateMainFireWeaponsBehavior ();
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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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mainAIFireWeaponsSystemBrain.updateMainFireWeaponsAttack (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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mainAIFireWeaponsSystemBrain.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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mainAIFireWeaponsSystemBrain.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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mainAIFireWeaponsSystemBrain.dropWeapon ();
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}
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public override void resetAttackState ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.resetAttackState ();
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}
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public override void stopAim ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.stopAim ();
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}
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public override void checkIfDrawWeaponsWhenResumingAI ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.checkIfDrawWeaponsWhenResumingAI ();
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}
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public override void disableOnSpottedState ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.disableOnSpottedState ();
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}
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public override void updateWeaponsAvailableState ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.updateWeaponsAvailableState ();
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}
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public override void setBehaviorStatesPausedState (bool state)
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{
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mainAIFireWeaponsSystemBrain.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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mainAIFireWeaponsSystemBrain.setWeaponsSystemActiveState (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 mainAIFireWeaponsSystemBrain.isWeaponEquiped ();
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}
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public override void updateIfCarryingWeapon ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIFireWeaponsSystemBrain.updateIfCarryingWeapon ();
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}
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public override void setWaitToActivateAttackActiveState (bool state)
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{
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mainAIFireWeaponsSystemBrain.setWaitToActivateAttackActiveState (state);
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}
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public override void setUseRandomWalkEnabledState (bool state)
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{
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mainAIFireWeaponsSystemBrain.setUseRandomWalkEnabledState (state);
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}
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public override void setOriginalUseRandomWalkEnabledState ()
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{
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mainAIFireWeaponsSystemBrain.setOriginalUseRandomWalkEnabledState ();
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}
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public override void checkNoWeaponsAvailableState ()
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{
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mainAIFireWeaponsSystemBrain.checkNoFireWeaponsAvailableState ();
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}
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public override void setDrawOrHolsterWeaponState (bool state)
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{
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mainAIFireWeaponsSystemBrain.setDrawOrHolsterWeaponState (state);
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}
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public override void stopCurrentAttackInProcess ()
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{
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mainAIFireWeaponsSystemBrain.stopCurrentAttackInProcess ();
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}
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public override void setTurnBasedCombatActionActiveState (bool state)
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{
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mainAIFireWeaponsSystemBrain.setTurnBasedCombatActionActiveState (state);
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}
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public override void checkAIBehaviorStateOnCharacterSpawn ()
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{
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mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
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}
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public override void checkAIBehaviorStateOnCharacterDespawn ()
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{
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mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
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}
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public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
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{
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mainAIFireWeaponsSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
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}
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public override void changeCurrentAttackMode (string newModeName)
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{
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mainAIFireWeaponsSystemBrain.changeCurrentAttackMode (newModeName);
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}
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public override void stopAttackState ()
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{
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mainAIFireWeaponsSystemBrain.stopAttackState ();
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}
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public override void setAttackEnabledState (bool state)
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{
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mainAIFireWeaponsSystemBrain.setAttackEnabledState (state);
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}
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public override void updateCurrentTargetSelectedInfo ()
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{
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mainAIFireWeaponsSystemBrain.updateCurrentTargetSelectedInfo ();
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}
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//EDITOR FUNCTIONS
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public override void setAttackEnabledStateFromEditor (bool state)
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{
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mainAIFireWeaponsSystemBrain.setAttackEnabledStateFromEditor (state);
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}
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}
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