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