public override void Init(GameState s, GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseRangedAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; origin = unit.GridPosition; }
public override void Init(RTSEngine.Data.GameState s, RTSEngine.Controllers.GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseMeleeAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; // Worker Specific Stuff targetResource = null; targetDistro = null; depositing = false; }
public override void Init(RTSEngine.Data.GameState s, RTSEngine.Controllers.GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseMeleeAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; // Worker Specific Stuff targetResource = null; targetDistro = null; depositing = false; }
public override void Init(GameState s, GameplayController c, object args) { cc = unit.CombatController; mc = unit.MovementController; unit.TargetingOrders = BehaviorFSM.TargetPassively; unit.CombatOrders = BehaviorFSM.UseRangedAttack; unit.MovementOrders = BehaviorFSM.JustMove; SetState(BehaviorFSM.Rest); teamIndex = unit.Team.Index; origin = unit.GridPosition; }