public BulletAI(FatherUnit actor, float maxSpeed) { this.actor = actor; speed = maxSpeed; state = UnitAIState.Holding; actor.Collided += new CollisionEventHandler(actor_Collided); }
public BaseTroopAI(FatherUnit actor, float maxSpeed) { this.actor = actor; this.maxSpeed = maxSpeed; state = UnitAIState.Holding; visibleActors = new HashSet <Actor>(); if (actor.RangedAttack != null) { rangeTimer = new Timer(actor.RangedAttack.Period, true); rangeTimer.Triggered += new TimerEventHandler(rangeTimer_Triggered); } if (actor.MeleeAttack != null) { meleeTimer = new Timer(actor.MeleeAttack.Period, true); meleeTimer.Triggered += new TimerEventHandler(meleeTimer_Triggered); } workTimer = new Timer(actor.WorkPeriod, true); workTimer.Triggered += new TimerEventHandler(workTimer_Triggered); }
public TroopAI(FatherUnit actor, float maxSpeed) : base(actor, maxSpeed) { }