public MeleeAttack(ElementEnemyData elementEnemyData, NavMeshAgent navMeshAgent, GameObject target, Transform enemyTransform) : base(elementEnemyData, navMeshAgent, target, enemyTransform) { StoppingDistance = elementEnemyData.MeleeDistance; MeleeCooldown = elementEnemyData.MeleeCooldown; Damage = elementEnemyData.MeleeAttackDamage; }
public Patrol(ElementEnemyData elementEnemyData, NavMeshAgent navMeshAgent) { EnemyType = elementEnemyData.enemyData.enemyType; EnemyElement = elementEnemyData.Element; this.MinTime = elementEnemyData.enemyData.MinWanderTime; this.MaxTime = elementEnemyData.enemyData.MaxWanderTime; this.navMeshAgent = navMeshAgent; }
public RangedAttack(ElementEnemyData elementEnemyData, NavMeshAgent navMeshAgent, GameObject target, Transform transform) : base(elementEnemyData, navMeshAgent, target, transform) { StoppingDistance = elementEnemyData.RangedDistance; RangedCooldown = elementEnemyData.RangedCooldown; Damage = elementEnemyData.RangedAttackDamage; this.transform = transform; }
public Chase(ElementEnemyData elementEnemyData, Transform transform, Transform target, NavMeshAgent navMeshAgent) { EnemyType = elementEnemyData.enemyData.enemyType; EnemyElement = elementEnemyData.Element; StoppingDistance = elementEnemyData.enemyData.AttackRange; this.transform = transform; this.Target = target; this.navMeshAgent = navMeshAgent; }
public Attack(ElementEnemyData elementEnemyData, NavMeshAgent navMeshAgent, GameObject target, Transform enemyTransform) { EnemyType = elementEnemyData.enemyData.enemyType; EnemyElement = elementEnemyData.Element; this.AbilityCooldown = elementEnemyData.enemyData.AbilityCooldown; this.AbilityProbability = elementEnemyData.enemyData.AbilityProbability; this.bAbilityIsRanged = elementEnemyData.bAbilityIsRanged; this.navMeshAgent = navMeshAgent; this.Target = target; this.enemyTransform = enemyTransform; }
public Die(Enemy enemy, ElementEnemyData enemyData) { this.enemy = enemy; this.enemyData = enemyData; }