public PathFollow(Entity _character, Path _path) { character = _character; path = _path; dummy = new DummyEntity(); seek = new Seek(character, dummy); }
public Cohesion(Entity _character, Flock _flock, float _neighbourhoodMaxDistance, float _neighbourhoodMinDotProduct) : base(_character, _flock, _neighbourhoodMaxDistance, _neighbourhoodMinDotProduct) { dummy = new DummyEntity(); seek = new Seek(character, dummy); maxNeighborhoodSize = 30; }
public ObstacleAvoidance(Entity _character, float _lookahead, string[] _tagsToAvoid) { character = _character; lookahead = _lookahead; tagsToAvoid = _tagsToAvoid; dummy = new DummyEntity(); seek = new Seek(character, dummy); }
// constructor public Wander(Entity _character, float _maxAcceleration, float _maxAngle, float _maxYSpeed, Bounds _bbox) { character = _character; maxAcceleration = _maxAcceleration; maxAngle = _maxAngle; maxYSpeed = _maxYSpeed; bbox = _bbox; target = new DummyEntity(); seek = new Seek(character, target); }