using System.Collections; using System.Collections.Generic; using UnityEngine; public class turnBasedCombatAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AITurnBasedCombatSystemBrain mainAITurnBasedCombatSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAITurnBasedCombatSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAITurnBasedCombatSystemBrain.updateBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAITurnBasedCombatSystemBrain.updateAIAttackState (canUseAttack); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAITurnBasedCombatSystemBrain.setSystemActiveState (state); } public override void setWaitToActivateAttackActiveState (bool state) { mainAITurnBasedCombatSystemBrain.setWaitToActivateAttackActiveState (state); } public override void setIsCurrentCharacterTurn (bool state) { mainAITurnBasedCombatSystemBrain.setIsCurrentCharacterTurn (state); } public override void setCurrentCharacterTurnTarget (GameObject newTarget) { mainAITurnBasedCombatSystemBrain.setCurrentCharacterTurnTarget (newTarget); } public override void checkStateOnCharacterDead () { mainAITurnBasedCombatSystemBrain.checkStateOnCharacterDead (); } public override void setAIOnPlayerTeamState (bool state) { mainAITurnBasedCombatSystemBrain.setAIOnPlayerTeamState (state); } }