148 lines
3.0 KiB
C#
148 lines
3.0 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 powersAIBehavior : AIBehaviorInfo
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{
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[Header ("Custom Settings")]
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[Space]
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public AIPowersSystemBrain mainAIPowersSystemBrain;
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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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mainAIPowersSystemBrain.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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mainAIPowersSystemBrain.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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mainAIPowersSystemBrain.updateAIAttackState (canUseAttack);
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}
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public override void updateInsideRangeDistance (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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mainAIPowersSystemBrain.updateInsideMinDistance (state);
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}
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public override void resetBehaviorStates ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIPowersSystemBrain.resetBehaviorStates ();
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}
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public override void resetAttackState ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIPowersSystemBrain.resetAttackState ();
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}
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public override void stopAim ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIPowersSystemBrain.stopAim ();
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}
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public override void disableOnSpottedState ()
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{
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if (!behaviorEnabled) {
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return;
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}
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mainAIPowersSystemBrain.disableOnSpottedState ();
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}
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public override void setBehaviorStatesPausedState (bool state)
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{
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mainAIPowersSystemBrain.setBehaviorStatesPausedState (state);
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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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mainAIPowersSystemBrain.setSystemActiveState (state);
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}
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public override void setWaitToActivateAttackActiveState (bool state)
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{
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mainAIPowersSystemBrain.setWaitToActivateAttackActiveState (state);
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}
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public override void stopCurrentAttackInProcess ()
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{
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mainAIPowersSystemBrain.stopCurrentAttackInProcess ();
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}
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public override void setTurnBasedCombatActionActiveState (bool state)
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{
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mainAIPowersSystemBrain.setTurnBasedCombatActionActiveState (state);
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}
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public override void checkAIBehaviorStateOnCharacterSpawn ()
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{
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mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
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}
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public override void checkAIBehaviorStateOnCharacterDespawn ()
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{
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mainAIPowersSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
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}
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public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
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{
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mainAIPowersSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
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}
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public override void changeCurrentAttackMode (string newModeName)
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{
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mainAIPowersSystemBrain.changeCurrentAttackMode (newModeName);
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}
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public override void stopAttackState ()
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{
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mainAIPowersSystemBrain.stopAttackState ();
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}
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public override void setAttackEnabledState (bool state)
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{
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mainAIPowersSystemBrain.setAttackEnabledState (state);
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}
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public override void setAttackEnabledStateFromEditor (bool state)
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{
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mainAIPowersSystemBrain.setAttackEnabledStateFromEditor (state);
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}
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}
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