public Locomotor(GameObject gameObject, LocomotorSet locomotorSet) { _gameObject = gameObject; _locomotorSet = locomotorSet; _locomotorTemplate = locomotorSet.Locomotor.Value; LiftFactor = 1.0f; }
internal AIUpdate(GameObject gameObject, AIUpdateModuleData moduleData) { GameObject = gameObject; _moduleData = moduleData; TargetPoints = new List <Vector3>(); _stateMachine = new AIStateMachine(); _locomotorSet = new LocomotorSet(gameObject); _currentLocomotorSetType = (LocomotorSetType)(-1); SetLocomotor(LocomotorSetType.Normal); if (_moduleData.Turret != null) { _turretAIUpdate = _moduleData.Turret.CreateTurretAIUpdate(GameObject); } }