public override void SetMoveToPosition(AIBrain ai, ET.MoveType _moveType, ET.MoveToType _moveToType, bool _usePath = false, NavMeshPath _path = null) { moveType = _moveType; moveToType = _moveToType; if (_usePath) { usePath = _usePath; path = _path; } }
virtual public void SetMoveToPositionNStartMove(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, bool usePath = false, NavMeshPath path = null) { }
virtual public void SetMoveToPosition(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, Vector3 movePosition, bool usePath = false, NavMeshPath path = null) { }
public override void SetMoveToPositionNStartMove(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, Vector3 movePosition, bool usePath = false, NavMeshPath path = null) { SetMoveToPosition(ai, moveType, moveToType, movePosition, usePath, path); StartMoving(ai); }
public override void SetMoveToPosition(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, Vector3 _movePosition, bool usePath = false, NavMeshPath path = null) { SetMoveToPosition(ai, moveType, moveToType, usePath, path); moveToPosition = _movePosition; }
public override void SetMoveToPositionNStartMove(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, bool usePath = false, UnityEngine.AI.NavMeshPath path = null) { SetMoveToPosition(ai, moveType, moveToType, usePath, path); StartMoving(ai); }
virtual public void SetMoveToPositionNStartMove(AIBrain ai, ET.MoveType moveType, ET.MoveToType moveToType, Vector3 movePosition, bool usePath = false, UnityEngine.AI.NavMeshPath path = null) { }