Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/AI/Custom AI Behavior/closeCombatAIBehavior.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

131 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class closeCombatAIBehavior : AIBehaviorInfo
{
[Header ("Custom Settings")]
[Space]
public AICloseCombatSystemBrain mainAICloseCombatSystemBrain;
public override void updateAI ()
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.updateAI ();
}
public override void updateAIBehaviorState ()
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.updateMainCloseCombatBehavior ();
}
public override void updateAIAttackState (bool canUseAttack)
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.updateMainCloseCombatAttack (canUseAttack);
}
public override void updateInsideRangeDistance (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.updateInsideMinDistance (state);
}
public override void resetBehaviorStates ()
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.resetBehaviorStates ();
}
public override void setBehaviorStatesPausedState (bool state)
{
mainAICloseCombatSystemBrain.setBehaviorStatesPausedState (state);
}
public override void setSystemActiveState (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAICloseCombatSystemBrain.setCloseCombatSystemActiveState (state);
}
public override void setWaitToActivateAttackActiveState (bool state)
{
mainAICloseCombatSystemBrain.setWaitToActivateAttackActiveState (state);
}
public override void setUseRandomWalkEnabledState (bool state)
{
mainAICloseCombatSystemBrain.setUseRandomWalkEnabledState (state);
}
public override void setOriginalUseRandomWalkEnabledState ()
{
mainAICloseCombatSystemBrain.setOriginalUseRandomWalkEnabledState ();
}
public override bool isAIBehaviorAttackInProcess ()
{
return mainAICloseCombatSystemBrain.isAIBehaviorAttackInProcess ();
}
public override void stopCurrentAttackInProcess ()
{
mainAICloseCombatSystemBrain.stopCurrentAttackInProcess ();
}
public override void setTurnBasedCombatActionActiveState (bool state)
{
mainAICloseCombatSystemBrain.setTurnBasedCombatActionActiveState (state);
}
public override void checkAIBehaviorStateOnCharacterSpawn ()
{
mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
}
public override void checkAIBehaviorStateOnCharacterDespawn ()
{
mainAICloseCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
}
public override void changeCurrentAttackMode (string newModeName)
{
mainAICloseCombatSystemBrain.changeCurrentAttackMode (newModeName);
}
public override void stopAttackState ()
{
mainAICloseCombatSystemBrain.stopAttackState ();
}
public override void setAttackEnabledState (bool state)
{
mainAICloseCombatSystemBrain.setAttackEnabledState (state);
}
public override void setAttackEnabledStateFromEditor (bool state)
{
mainAICloseCombatSystemBrain.setAttackEnabledStateFromEditor (state);
}
}