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(); } }
public ReturnState(OrientedActor actor, Flagger job) { self = actor; pathFinder = self.pathFind; grid = self.grid; CtF = self.CtF; flagger = job; }
public ConvoyState(OrientedActor actor, OrientedActor teammate) { self = actor; pathFinder = self.pathFind; grid = self.grid; CtF = self.CtF; teamMate = teammate; }
public PursueState(OrientedActor actor, Defender job, OrientedActor theenemy) { self = actor; enemy = theenemy; pathFinder = self.pathFind; grid = self.grid; CtF = self.CtF; defenderself = job; }
public PatrolState(OrientedActor actor, Defender job) { self = actor; pathFinder = self.pathFind; grid = self.grid; CtF = self.CtF; defenderself = job; SetRandGoal(); }
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; }