using System.Collections; using System.Collections.Generic; using UnityEngine; public class closeCombatAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AICloseCombatSystemBrain mainAICloseCombatSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.updateMainCloseCombatBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.updateMainCloseCombatAttack (canUseAttack); } public override void updateInsideRangeDistance (bool state) { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.updateInsideMinDistance (state); } public override void resetBehaviorStates () { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.resetBehaviorStates (); } public override void setBehaviorStatesPausedState (bool state) { mainAICloseCombatSystemBrain.setBehaviorStatesPausedState (state); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAICloseCombatSystemBrain.setCloseCombatSystemActiveState (state); } public override void setWaitToActivateAttackActiveState (bool state) { mainAICloseCombatSystemBrain.setWaitToActivateAttackActiveState (state); } public override void setUseRandomWalkEnabledState (bool state) { mainAICloseCombatSystemBrain.setUseRandomWalkEnabledState (state); } public override void setOriginalUseRandomWalkEnabledState () { mainAICloseCombatSystemBrain.setOriginalUseRandomWalkEnabledState (); } public override bool isAIBehaviorAttackInProcess () { return mainAICloseCombatSystemBrain.isAIBehaviorAttackInProcess (); } public override void stopCurrentAttackInProcess () { mainAICloseCombatSystemBrain.stopCurrentAttackInProcess (); } public override void setTurnBasedCombatActionActiveState (bool state) { mainAICloseCombatSystemBrain.setTurnBasedCombatActionActiveState (state); } public override void checkAIBehaviorStateOnCharacterSpawn () { mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn (); } public override void checkAIBehaviorStateOnCharacterDespawn () { mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn (); } public override void changeCurrentAttackMode (string newModeName) { mainAICloseCombatSystemBrain.changeCurrentAttackMode (newModeName); } public override void stopAttackState () { mainAICloseCombatSystemBrain.stopAttackState (); } public override void setAttackEnabledState (bool state) { mainAICloseCombatSystemBrain.setAttackEnabledState (state); } public override void setAttackEnabledStateFromEditor (bool state) { mainAICloseCombatSystemBrain.setAttackEnabledStateFromEditor (state); } }