using System.Collections; using System.Collections.Generic; using UnityEngine; public class weaponsAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AIFireWeaponsSystemBrain mainAIFireWeaponsSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateMainFireWeaponsBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateMainFireWeaponsAttack (canUseAttack); } public override void updateInsideRangeDistance (bool state) { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateInsideMinDistance (state); } public override void resetBehaviorStates () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.resetBehaviorStates (); } public override void dropWeapon () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.dropWeapon (); } public override void resetAttackState () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.resetAttackState (); } public override void stopAim () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.stopAim (); } public override void checkIfDrawWeaponsWhenResumingAI () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.checkIfDrawWeaponsWhenResumingAI (); } public override void disableOnSpottedState () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.disableOnSpottedState (); } public override void updateWeaponsAvailableState () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateWeaponsAvailableState (); } public override void setBehaviorStatesPausedState (bool state) { mainAIFireWeaponsSystemBrain.setBehaviorStatesPausedState (state); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.setWeaponsSystemActiveState (state); } public override bool carryingWeapon () { if (!behaviorEnabled) { return false; } return mainAIFireWeaponsSystemBrain.isWeaponEquiped (); } public override void updateIfCarryingWeapon () { if (!behaviorEnabled) { return; } mainAIFireWeaponsSystemBrain.updateIfCarryingWeapon (); } public override void setWaitToActivateAttackActiveState (bool state) { mainAIFireWeaponsSystemBrain.setWaitToActivateAttackActiveState (state); } public override void setUseRandomWalkEnabledState (bool state) { mainAIFireWeaponsSystemBrain.setUseRandomWalkEnabledState (state); } public override void setOriginalUseRandomWalkEnabledState () { mainAIFireWeaponsSystemBrain.setOriginalUseRandomWalkEnabledState (); } public override void checkNoWeaponsAvailableState () { mainAIFireWeaponsSystemBrain.checkNoFireWeaponsAvailableState (); } public override void setDrawOrHolsterWeaponState (bool state) { mainAIFireWeaponsSystemBrain.setDrawOrHolsterWeaponState (state); } public override void stopCurrentAttackInProcess () { mainAIFireWeaponsSystemBrain.stopCurrentAttackInProcess (); } public override void setTurnBasedCombatActionActiveState (bool state) { mainAIFireWeaponsSystemBrain.setTurnBasedCombatActionActiveState (state); } public override void checkAIBehaviorStateOnCharacterSpawn () { mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterSpawn (); } public override void checkAIBehaviorStateOnCharacterDespawn () { mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterDespawn (); } public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName) { mainAIFireWeaponsSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName); } public override void changeCurrentAttackMode (string newModeName) { mainAIFireWeaponsSystemBrain.changeCurrentAttackMode (newModeName); } public override void stopAttackState () { mainAIFireWeaponsSystemBrain.stopAttackState (); } public override void setAttackEnabledState (bool state) { mainAIFireWeaponsSystemBrain.setAttackEnabledState (state); } public override void updateCurrentTargetSelectedInfo () { mainAIFireWeaponsSystemBrain.updateCurrentTargetSelectedInfo (); } //EDITOR FUNCTIONS public override void setAttackEnabledStateFromEditor (bool state) { mainAIFireWeaponsSystemBrain.setAttackEnabledStateFromEditor (state); } }