using System.Collections; using System.Collections.Generic; using UnityEngine; public class AIBehaviorInfo : MonoBehaviour { [Header ("Main Settings")] [Space] public bool behaviorEnabled = true; public virtual void activateAIBehavior () { } public virtual void deactivateAIBehavior () { } public virtual void updateAI () { } public virtual void updateAIBehaviorState (bool state) { } public virtual void updateAIAttackState (bool state) { } public virtual void updateInsideRangeDistance (bool state) { } public virtual void updateAIBehaviorState () { } public virtual void setDrawOrHolsterWeaponState (bool state) { } public virtual void setAimWeaponState (bool state) { } public virtual void setShootWeaponState (bool state) { } public virtual void setHoldShootWeaponState (bool state) { } public virtual void dropWeapon () { } public virtual void checkIfDrawWeaponsWhenResumingAI () { } public virtual void resetBehaviorStates () { } public virtual void resetAttackState () { } public virtual void stopAim () { } public virtual void disableOnSpottedState () { } public virtual void updateWeaponsAvailableState () { } public virtual void setBehaviorStatesPausedState (bool state) { } public virtual void setSystemActiveState (bool state) { } public virtual bool carryingWeapon () { return false; } public virtual void updateIfCarryingWeapon () { } public virtual void setWaitToActivateAttackActiveState (bool state) { } public virtual void setUseRandomWalkEnabledState (bool state) { } public virtual void setOriginalUseRandomWalkEnabledState () { } public virtual bool isAIBehaviorAttackInProcess () { return false; } public virtual void checkNoWeaponsAvailableState () { } public virtual void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName) { } public virtual void changeCurrentAttackMode (string newModeName) { } public virtual void setIsCurrentCharacterTurn (bool state) { } public virtual void setAIOnPlayerTeamState (bool state) { } public virtual void setCurrentCharacterTurnTarget (GameObject newTarget) { } public virtual void stopCurrentAttackInProcess () { } public virtual void setTurnBasedCombatActionActiveState (bool state) { } public virtual void checkStateOnCharacterDead () { } public virtual void checkAIBehaviorStateOnCharacterSpawn () { } public virtual void checkAIBehaviorStateOnCharacterDespawn () { } public virtual void stopAttackState () { } public virtual void setAttackEnabledState (bool state) { } public virtual void setAttackEnabledStateFromEditor (bool state) { } public virtual void updateCurrentTargetSelectedInfo () { } public virtual void updateAIPassengerBehavior () { } public virtual void getOffFromVehicle () { } public virtual void removeStateOnVehicle () { } public virtual void setAICharacterOnVehicle (GameObject newVehicle) { } public virtual void setCurrentPlayerControllerPartner (playerController newPlayerController) { } }