Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/AI/Custom AI Behavior/meleeAIBehavior.cs
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

164 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class meleeAIBehavior : AIBehaviorInfo
{
[Header ("Custom Settings")]
[Space]
public AIMeleeCombatSystemBrain mainAIMeleeCombatSystemBrain;
public override void updateAI ()
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.updateAI ();
}
public override void updateAIBehaviorState ()
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.updateMainMeleeBehavior ();
}
public override void updateAIAttackState (bool canUseAttack)
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.updateMainMeleeAttack (canUseAttack);
}
public override void updateInsideRangeDistance (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.updateInsideMinDistance (state);
}
public override void resetBehaviorStates ()
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.resetBehaviorStates ();
}
public override void dropWeapon ()
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.dropWeapon ();
}
public override void setBehaviorStatesPausedState (bool state)
{
mainAIMeleeCombatSystemBrain.setBehaviorStatesPausedState (state);
}
public override void setSystemActiveState (bool state)
{
if (!behaviorEnabled) {
return;
}
mainAIMeleeCombatSystemBrain.setCombatSystemActiveState (state);
}
public override bool carryingWeapon ()
{
if (!behaviorEnabled) {
return false;
}
return mainAIMeleeCombatSystemBrain.isWeaponEquiped ();
}
public override void setWaitToActivateAttackActiveState (bool state)
{
mainAIMeleeCombatSystemBrain.setWaitToActivateAttackActiveState (state);
}
public override void setUseRandomWalkEnabledState (bool state)
{
mainAIMeleeCombatSystemBrain.setUseRandomWalkEnabledState (state);
}
public override void setOriginalUseRandomWalkEnabledState ()
{
mainAIMeleeCombatSystemBrain.setOriginalUseRandomWalkEnabledState ();
}
public override bool isAIBehaviorAttackInProcess ()
{
return mainAIMeleeCombatSystemBrain.isAIBehaviorAttackInProcess ();
}
public override void checkNoWeaponsAvailableState ()
{
mainAIMeleeCombatSystemBrain.checkNoMeleeWeaponsAvailableState ();
}
public override void setDrawOrHolsterWeaponState (bool state)
{
mainAIMeleeCombatSystemBrain.setDrawOrHolsterWeaponState (state);
}
public override void stopCurrentAttackInProcess ()
{
mainAIMeleeCombatSystemBrain.stopCurrentAttackInProcess ();
}
public override void setTurnBasedCombatActionActiveState (bool state)
{
mainAIMeleeCombatSystemBrain.setTurnBasedCombatActionActiveState (state);
}
public override void checkAIBehaviorStateOnCharacterSpawn ()
{
mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterSpawn ();
}
public override void checkAIBehaviorStateOnCharacterDespawn ()
{
mainAIMeleeCombatSystemBrain.checkAIBehaviorStateOnCharacterDespawn ();
}
public override void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
{
mainAIMeleeCombatSystemBrain.checkIfDisableCurrentWeaponToChangeAttackMode (newModeName);
}
public override void changeCurrentAttackMode (string newModeName)
{
mainAIMeleeCombatSystemBrain.changeCurrentAttackMode (newModeName);
}
public override void stopAttackState ()
{
mainAIMeleeCombatSystemBrain.stopAttackState ();
}
public override void setAttackEnabledState (bool state)
{
mainAIMeleeCombatSystemBrain.setAttackEnabledState (state);
}
public override void setAttackEnabledStateFromEditor (bool state)
{
mainAIMeleeCombatSystemBrain.setAttackEnabledStateFromEditor (state);
}
}