public override void OnGameTick(float deltaTime)
        {
            // AI is only running for active entities
            if (entity.State != EnumEntityState.Active)
            {
                return;
            }

            taskManager.OnGameTick(deltaTime);

            entity.World.FrameProfiler.Mark("entity-ai");
        }
Exemple #2
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        public override void OnGameTick(float deltaTime)
        {
            // AI is only running for active entities
            if (entity.State != EnumEntityState.Active || !entity.Alive)
            {
                return;
            }
            entity.World.FrameProfiler.Mark("ai-init");

            PathTraverser.OnGameTick(deltaTime);

            entity.World.FrameProfiler.Mark("ai-pathfinding");


            entity.World.FrameProfiler.Enter("ai-tasks");

            TaskManager.OnGameTick(deltaTime);

            entity.World.FrameProfiler.Leave();
        }