public AIState_TargetAttack(CharacterAIBasis owner,bool cannormalattack, bool canspecialattack) : base(owner) { CanNormalAttack = cannormalattack; CanSpecialattack = canspecialattack; }
public AIStateBasis(CharacterAIBasis owner) { this.AI = owner; }
public AIState_TryMoveToNextPosition(CharacterAIBasis owner, Vector2 next) : base(owner) { Next = next; }
public AIState_TryMoveOnPathway(CharacterAIBasis owner) : base(owner) { }
public AIState_Start(CharacterAIBasis owner,AIStateBasis next) : base(owner) { NextState = next; }
public AIState_SearchTrackingTarget(CharacterAIBasis owner) : base(owner) { DetectedTrackingTarget = owner.detectedTrackingTarget; UndectedTrackingTarget = owner.undetectedTrackingTarget; }
public AIState_FindAttackTarget(CharacterAIBasis owner) : base(owner) { DetectedAttackTarget = owner.detectedAttackTarget; UnDetectedAttackTarget = owner.undetectedAttackTarget; }
public AIState_FindAttackTarget(CharacterAIBasis owner, DetectedAttackTargetAction detected, UnDetectedAttcakTargetAction undetected) : base(owner) { DetectedAttackTarget = detected; UnDetectedAttackTarget = undetected; }
public AIState_Idle(CharacterAIBasis owner) : base(owner) { }
public AIState_SetMileStones(CharacterAIBasis owner, Vector2 goal) : base(owner) { Goal = goal; }
public RandomMove(CharacterAIBasis owner) : base(owner) { }
public AIMoveBehavior(CharacterAIBasis owner) { AI = owner; WaitCount = 0; }
public AIState_TryMoveInRoom(CharacterAIBasis owner) : base(owner) { owner.CurrentTryMoveInRoomState = this; CurrentEntrance = getNext(); }