using System.Collections; using System.Collections.Generic; using UnityEngine; public class meleeAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AIMeleeCombatSystemBrain mainAIMeleeCombatSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.updateMainMeleeBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.updateMainMeleeAttack (canUseAttack); } public override void updateInsideRangeDistance (bool state) { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.updateInsideMinDistance (state); } public override void resetBehaviorStates () { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.resetBehaviorStates (); } public override void dropWeapon () { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.dropWeapon (); } public override void setBehaviorStatesPausedState (bool state) { mainAIMeleeCombatSystemBrain.setBehaviorStatesPausedState (state); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAIMeleeCombatSystemBrain.setCombatSystemActiveState (state); } public override bool carryingWeapon () { if (!behaviorEnabled) { return false; } return mainAIMeleeCombatSystemBrain.isWeaponEquiped (); } public override void setWaitToActivateAttackActiveState (bool state) { mainAIMeleeCombatSystemBrain.setWaitToActivateAttackActiveState (state); } public override void setUseRandomWalkEnabledState (bool state) { mainAIMeleeCombatSystemBrain.setUseRandomWalkEnabledState (state); } public override void setOriginalUseRandomWalkEnabledState () { mainAIMeleeCombatSystemBrain.setOriginalUseRandomWalkEnabledState (); } public override bool isAIBehaviorAttackInProcess () { return mainAIMeleeCombatSystemBrain.isAIBehaviorAttackInProcess (); } public override void checkNoWeaponsAvailableState () { mainAIMeleeCombatSystemBrain.checkNoMeleeWeaponsAvailableState (); } public override void setDrawOrHolsterWeaponState (bool state) { mainAIMeleeCombatSystemBrain.setDrawOrHolsterWeaponState (state); } public override void stopCurrentAttackInProcess () { mainAIMeleeCombatSystemBrain.stopCurrentAttackInProcess (); } public override void setTurnBasedCombatActionActiveState (bool state) { mainAIMeleeCombatSystemBrain.setTurnBasedCombatActionActiveState (state); } public override void checkAIBehaviorStateOnCharacterSpawn () { mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn (); } public override void checkAIBehaviorStateOnCharacterDespawn () { mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn (); } public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName) { mainAIMeleeCombatSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName); } public override void changeCurrentAttackMode (string newModeName) { mainAIMeleeCombatSystemBrain.changeCurrentAttackMode (newModeName); } public override void stopAttackState () { mainAIMeleeCombatSystemBrain.stopAttackState (); } public override void setAttackEnabledState (bool state) { mainAIMeleeCombatSystemBrain.setAttackEnabledState (state); } public override void setAttackEnabledStateFromEditor (bool state) { mainAIMeleeCombatSystemBrain.setAttackEnabledStateFromEditor (state); } }