Ejemplo n.º 1
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 public WorkState(RecruitmentPattern statePatternUnit, WaitBehavior waitBehavior)
 {
     //if (state._unit.gameObject != null)
     //    animator = state._unit.gameObject.GetComponent<Animator>();
     state = statePatternUnit;
     wait  = waitBehavior;
 }
Ejemplo n.º 2
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    public void init(FixedEntity spawner, Vector2 pos, RecruitmentPattern pattern)
    {
        this._simpleTarget    = spawner;
        this._currentPosition = pos;
        this.updatePosition(this._currentPosition);

        sizeRadius          = 2.0f;
        timeBeforeChangePos = Random.Range(3.0f, 6.0f);

        recruitmentPattern = pattern;
    }
 public AttackLeaderTargetState(RecruitmentPattern statePatternUnit, SeekBehavior seekBehavior)
 {
     state = statePatternUnit;
     seek  = seekBehavior;
 }
Ejemplo n.º 4
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 public DefendPositionState(RecruitmentPattern statePatternUnit, PursuitBehavior pursuitBehavior)
 {
     state   = statePatternUnit;
     pursuit = pursuitBehavior;
 }
Ejemplo n.º 5
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 public AttackEnemyState(RecruitmentPattern statePatternUnit, PursuitBehavior pursuitBehavior)
 {
     state   = statePatternUnit;
     pursuit = pursuitBehavior;
 }
Ejemplo n.º 6
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 public HoldPositionState(RecruitmentPattern statePatternUnit, WaitBehavior waitBehavior)
 {
     state = statePatternUnit;
     wait  = waitBehavior;
 }
Ejemplo n.º 7
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 // Constructor
 public FollowLeaderState(RecruitmentPattern statePatternUnit, SeekBehavior seekBehavior)
 {
     state = statePatternUnit;
     seek  = seekBehavior;
 }