Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

219 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class weaponsAIBehavior : AIBehaviorInfo
{
[Header ("Custom Settings")]
[Space]
public AIFireWeaponsSystemBrain mainAIFireWeaponsSystemBrain;
public override void updateAI ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateAI ();
}
public override void updateAIBehaviorState ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateMainFireWeaponsBehavior ();
}
public override void updateAIAttackState (bool canUseAttack)
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateMainFireWeaponsAttack (canUseAttack);
}
public override void updateInsideRangeDistance (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateInsideMinDistance (state);
}
public override void resetBehaviorStates ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.resetBehaviorStates ();
}
public override void dropWeapon ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.dropWeapon ();
}
public override void resetAttackState ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.resetAttackState ();
}
public override void stopAim ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.stopAim ();
}
public override void checkIfDrawWeaponsWhenResumingAI ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.checkIfDrawWeaponsWhenResumingAI ();
}
public override void disableOnSpottedState ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.disableOnSpottedState ();
}
public override void updateWeaponsAvailableState ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateWeaponsAvailableState ();
}
public override void setBehaviorStatesPausedState (bool state)
{
mainAIFireWeaponsSystemBrain.setBehaviorStatesPausedState (state);
}
public override void setSystemActiveState (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.setWeaponsSystemActiveState (state);
}
public override bool carryingWeapon ()
{
if (!behaviorEnabled) {
return false;
}
return mainAIFireWeaponsSystemBrain.isWeaponEquiped ();
}
public override void updateIfCarryingWeapon ()
{
if (!behaviorEnabled) {
return;
}
mainAIFireWeaponsSystemBrain.updateIfCarryingWeapon ();
}
public override void setWaitToActivateAttackActiveState (bool state)
{
mainAIFireWeaponsSystemBrain.setWaitToActivateAttackActiveState (state);
}
public override void setUseRandomWalkEnabledState (bool state)
{
mainAIFireWeaponsSystemBrain.setUseRandomWalkEnabledState (state);
}
public override void setOriginalUseRandomWalkEnabledState ()
{
mainAIFireWeaponsSystemBrain.setOriginalUseRandomWalkEnabledState ();
}
public override void checkNoWeaponsAvailableState ()
{
mainAIFireWeaponsSystemBrain.checkNoFireWeaponsAvailableState ();
}
public override void setDrawOrHolsterWeaponState (bool state)
{
mainAIFireWeaponsSystemBrain.setDrawOrHolsterWeaponState (state);
}
public override void stopCurrentAttackInProcess ()
{
mainAIFireWeaponsSystemBrain.stopCurrentAttackInProcess ();
}
public override void setTurnBasedCombatActionActiveState (bool state)
{
mainAIFireWeaponsSystemBrain.setTurnBasedCombatActionActiveState (state);
}
public override void checkAIBehaviorStateOnCharacterSpawn ()
{
mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
}
public override void checkAIBehaviorStateOnCharacterDespawn ()
{
mainAIFireWeaponsSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
}
public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
{
mainAIFireWeaponsSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
}
public override void changeCurrentAttackMode (string newModeName)
{
mainAIFireWeaponsSystemBrain.changeCurrentAttackMode (newModeName);
}
public override void stopAttackState ()
{
mainAIFireWeaponsSystemBrain.stopAttackState ();
}
public override void setAttackEnabledState (bool state)
{
mainAIFireWeaponsSystemBrain.setAttackEnabledState (state);
}
public override void updateCurrentTargetSelectedInfo ()
{
mainAIFireWeaponsSystemBrain.updateCurrentTargetSelectedInfo ();
}
//EDITOR FUNCTIONS
public override void setAttackEnabledStateFromEditor (bool state)
{
mainAIFireWeaponsSystemBrain.setAttackEnabledStateFromEditor (state);
}
}