Example #1
0
 public CapturedState(OrientedActor actor, OrientedActor cap)
 {
     self          = actor;
     self.captured = true;
     CtF           = self.CtF;
     capturer      = cap;
     if (cap != null)
     {
         if (self._Team == OrientedActor.Team.cyan)
         {
             if (cap._Team != self._Team)
             {
                 self.PrintMessage("Status: I am Captured!");
             }
             else
             {
                 self.PrintMessage("Status: I am being Rescued!");
             }
         }
         self.jailed = false;
     }
     else
     {
         if (self._Team == OrientedActor.Team.cyan)
         {
             self.PrintMessage("Status: I am in Jail");
         }
         self.jailed = true;
         self.CallforHelp();
     }
 }
Example #2
0
 public ReturnState(OrientedActor actor, Flagger job)
 {
     self       = actor;
     pathFinder = self.pathFind;
     grid       = self.grid;
     CtF        = self.CtF;
     flagger    = job;
 }
Example #3
0
 public ConvoyState(OrientedActor actor, OrientedActor teammate)
 {
     self       = actor;
     pathFinder = self.pathFind;
     grid       = self.grid;
     CtF        = self.CtF;
     teamMate   = teammate;
 }
Example #4
0
 public PursueState(OrientedActor actor, Defender job, OrientedActor theenemy)
 {
     self         = actor;
     enemy        = theenemy;
     pathFinder   = self.pathFind;
     grid         = self.grid;
     CtF          = self.CtF;
     defenderself = job;
 }
Example #5
0
 public PatrolState(OrientedActor actor, Defender job)
 {
     self         = actor;
     pathFinder   = self.pathFind;
     grid         = self.grid;
     CtF          = self.CtF;
     defenderself = job;
     SetRandGoal();
 }
Example #6
0
 public EscortState(OrientedActor actor, Defender job, OrientedActor theenemy)
 {
     self           = actor;
     pathFinder     = self.pathFind;
     grid           = self.grid;
     CtF            = self.CtF;
     self.escorting = true;
     defenderself   = job;
     enemy          = theenemy;
 }