public Node_Seek_Modular_BB(Dictionary<string, System.Object> blackBoard, string bb_key, IMoveToNode MoveNode) { m_dict = blackBoard; m_key = bb_key; m_child1 = MoveNode; // m_child2 = new Node_FindClosestTarget(m_range, _type); }
/// <summary> /// wander in range around a point /// </summary> public Node_Wander_Modular(IMoveToNode MoveNode, float range) { m_range = range; m_child = MoveNode; }
/// <summary> /// finds a target of specific type /// then it moves toward it until it is close enought /// fails if no units in detection range /// </summary> /// <param name="agent"></param> /// <param name="_range"></param> /// <param name="ArriveRadius"></param> /// <param name="_type"></param> public Node_Seek_Modular(IMoveToNode MoveNode, float _range, float ArriveRadius, AItype _type = AItype.none) { m_range = _range; m_child1 = MoveNode; m_child2 = new Node_FindClosestTarget(m_range, _type); m_child1.SetArriveRadius(ArriveRadius); }
/// <summary> /// wander in range around a point /// </summary> public Node_Wander(float range, UnityEngine.AI.NavMeshAgent agent) { m_range = range; m_child = new Node_MoveTo_With_Avoid(agent); }
/// <summary> /// finds a target of specific type /// then it moves toward it until it is close enought /// fails if no units in detection range /// </summary> /// <param name="agent"></param> /// <param name="_range"></param> /// <param name="ArriveRadius"></param> /// <param name="_type"></param> public Node_Seek(UnityEngine.AI.NavMeshAgent agent, float _range, float ArriveRadius, AItype _type = AItype.none) { m_range = _range; m_child1 = new Node_MoveTo_With_Avoid(agent); m_child2 = new Node_FindClosestTarget(m_range, _type); m_child1.SetArriveRadius(ArriveRadius); }
public Node_MoveInFormation(Transform t,UnityEngine.AI.NavMeshAgent agent) { m_target = t; m_child = new Node_MoveTo_With_Avoid(agent); }
public Node_Follow_Path(UnityEngine.AI.NavMeshAgent agent, Transform[] wayPoints) { m_wayPoints = wayPoints; m_child1 = new Node_MoveTo_With_Avoid(agent); ; }