using System.Collections; using System.Collections.Generic; using UnityEngine; public class abilitiesAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AIAbilitiesSystemBrain mainAIAbilitiesSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAIAbilitiesSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAIAbilitiesSystemBrain.updateBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAIAbilitiesSystemBrain.updateAIAttackState (canUseAttack); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAIAbilitiesSystemBrain.setSystemActiveState (state); } public override void setWaitToActivateAttackActiveState (bool state) { mainAIAbilitiesSystemBrain.setWaitToActivateAttackActiveState (state); } public override void stopCurrentAttackInProcess () { mainAIAbilitiesSystemBrain.stopCurrentAttackInProcess (); } public override void setTurnBasedCombatActionActiveState (bool state) { mainAIAbilitiesSystemBrain.setTurnBasedCombatActionActiveState (state); } public override void checkAIBehaviorStateOnCharacterSpawn () { mainAIAbilitiesSystemBrain.checkAIBehaviorStateOnCharacterSpawn (); } public override void checkAIBehaviorStateOnCharacterDespawn () { mainAIAbilitiesSystemBrain.checkAIBehaviorStateOnCharacterDespawn (); } }