Example #1
0
 public BaseBrain(Unit owner, IAIActionCollection actions, BrainState defaultState)
 {
     this.m_owner        = owner;
     this.m_defaultState = defaultState;
     this.m_state        = this.m_defaultState;
     this.m_actions      = actions;
     this.m_IsAggressive = true;
 }
Example #2
0
        public BaseBrain(Unit owner, IAIActionCollection actions, BrainState defaultState)
        {
            m_owner = owner;

            m_defaultState = defaultState;
            m_state = m_defaultState;

            m_actions = actions;

            m_IsAggressive = true;
        }
Example #3
0
		public MobBrain(NPC owner, IAIActionCollection actions) : this(owner, actions, BrainState.Idle)
		{
		}
Example #4
0
		public MobBrain(NPC owner, IAIActionCollection actions, BrainState defaultState) :
			base(owner, actions, defaultState)
		{

		}
Example #5
0
 public BaseBrain(Unit owner, IAIActionCollection actions)
     : this(owner, actions, BrainState.Idle)
 {
 }
Example #6
0
 public MobBrain(NPC owner, IAIActionCollection actions, BrainState defaultState)
     : base((Unit)owner, actions, defaultState)
 {
 }
Example #7
0
 public MobBrain(NPC owner, IAIActionCollection actions)
     : this(owner, actions, BrainState.Idle)
 {
 }
Example #8
0
 public BaseBrain(Unit owner, IAIActionCollection actions)
     : this(owner, actions, BrainState.Idle)
 {
 }