public override Node SetUp_Tree() { Node is_idling = new Is_Idling(); Node idleAction = new Idle_Blending(); return(Node_Sequence.Create(is_idling, idleAction)); }
public override Node SetUp_Tree() { Node is_Attacked = new Is_Attacked(); Node attackedAction = new Attacked_Action(); return(Node_Sequence.Create(is_Attacked, attackedAction)); }
public override Node SetUp_Tree() { Node is_crouching = new Is_Crouching(); Node crouchAction = new Crouch_Blending(); return(Node_Sequence.Create(is_crouching, crouchAction)); }
public override Node SetUp_Tree() { Node is_running = new Is_Running(); Node runAction = new Run_Blending(); return(Node_Sequence.Create(is_running, runAction)); }
public override Node SetUp_Tree() { Node is_falling = new Is_Falling(); Node fallAction = new Fall_Blending(); return(Node_Sequence.Create(is_falling, fallAction)); }
public override Node SetUp_Tree() { Node is_jumping = new Is_Jumping(); Node jumpAction = new Jump_Blending(); return(Node_Sequence.Create(is_jumping, jumpAction)); }
public override Node SetUp_Tree() { Node jump = new Jump_Action(); Node fall = new Fall_Action(); Node groundCheck = new GroundCheck_Node(); Node onAirCheck = Node_Inverter.Create(groundCheck); return(Node_Sequence.Create(onAirCheck, jump, fall)); }
public static aiBehaviorNode CapturePoint(baseRtsAI rabbit,PointOfInterest poi) { aiBehaviorNode commande = new Node_Sequence ( new aiBehaviorNode[] { moveComand(rabbit,poi.gameObject.transform.position), new Node_Call_Delegate(poi.CapturePT,rabbit) } ); return commande; }