using System.Collections; using System.Collections.Generic; using UnityEngine; public class powersAIBehavior : AIBehaviorInfo { [Header ("Custom Settings")] [Space] public AIPowersSystemBrain mainAIPowersSystemBrain; public override void updateAI () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.updateAI (); } public override void updateAIBehaviorState () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.updateBehavior (); } public override void updateAIAttackState (bool canUseAttack) { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.updateAIAttackState (canUseAttack); } public override void updateInsideRangeDistance (bool state) { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.updateInsideMinDistance (state); } public override void resetBehaviorStates () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.resetBehaviorStates (); } public override void resetAttackState () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.resetAttackState (); } public override void stopAim () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.stopAim (); } public override void disableOnSpottedState () { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.disableOnSpottedState (); } public override void setBehaviorStatesPausedState (bool state) { mainAIPowersSystemBrain.setBehaviorStatesPausedState (state); } public override void setSystemActiveState (bool state) { if (!behaviorEnabled) { return; } mainAIPowersSystemBrain.setSystemActiveState (state); } public override void setWaitToActivateAttackActiveState (bool state) { mainAIPowersSystemBrain.setWaitToActivateAttackActiveState (state); } public override void stopCurrentAttackInProcess () { mainAIPowersSystemBrain.stopCurrentAttackInProcess (); } public override void setTurnBasedCombatActionActiveState (bool state) { mainAIPowersSystemBrain.setTurnBasedCombatActionActiveState (state); } public override void checkAIBehaviorStateOnCharacterSpawn () { mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterSpawn (); } public override void checkAIBehaviorStateOnCharacterDespawn () { mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterDespawn (); } public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName) { mainAIPowersSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName); } public override void changeCurrentAttackMode (string newModeName) { mainAIPowersSystemBrain.changeCurrentAttackMode (newModeName); } public override void stopAttackState () { mainAIPowersSystemBrain.stopAttackState (); } public override void setAttackEnabledState (bool state) { mainAIPowersSystemBrain.setAttackEnabledState (state); } public override void setAttackEnabledStateFromEditor (bool state) { mainAIPowersSystemBrain.setAttackEnabledStateFromEditor (state); } }