public BaseBrain(Unit owner, IAIActionCollection actions, BrainState defaultState) { this.m_owner = owner; this.m_defaultState = defaultState; this.m_state = this.m_defaultState; this.m_actions = actions; this.m_IsAggressive = true; }
public BaseBrain(Unit owner, IAIActionCollection actions, BrainState defaultState) { m_owner = owner; m_defaultState = defaultState; m_state = m_defaultState; m_actions = actions; m_IsAggressive = true; }
public MobBrain(NPC owner, IAIActionCollection actions) : this(owner, actions, BrainState.Idle) { }
public MobBrain(NPC owner, IAIActionCollection actions, BrainState defaultState) : base(owner, actions, defaultState) { }
public BaseBrain(Unit owner, IAIActionCollection actions) : this(owner, actions, BrainState.Idle) { }
public MobBrain(NPC owner, IAIActionCollection actions, BrainState defaultState) : base((Unit)owner, actions, defaultState) { }
public MobBrain(NPC owner, IAIActionCollection actions) : this(owner, actions, BrainState.Idle) { }
public BaseBrain(Unit owner, IAIActionCollection actions) : this(owner, actions, BrainState.Idle) { }