public AIWaypointMoveAction(Unit owner, AIMovementType waypointSequence) : base(owner) { m_waypoints = new LinkedList<WaypointEntry>(); _waypointSequence = waypointSequence; }
public AIWaypointMoveAction(Unit owner, AIMovementType waypointSequence) : base(owner) { Waypoints = new LinkedList <WaypointEntry>(); WaypointSequence = waypointSequence; }
private void changeMovmentType(AIMovementType mType) { moveType = mType; switch (moveType) { case AIMovementType.Still: destroyCurrentMoveBehavior(null); break; case AIMovementType.Strafe: destroyCurrentMoveBehavior(typeof(Strafe)); if (currentMoveBehavior == null) // add component if not already there { currentMoveBehavior = transform.GetOrAddComponent <Strafe>(); } break; case AIMovementType.Rush: break; case AIMovementType.GoTo: break; default: break; } }
public AIWaypointMoveAction(Unit owner, AIMovementType wpMovementType) : base(owner) { m_waypoints = new LinkedList<WaypointEntry>(); m_WPmovementType = wpMovementType; }
public AIWaypointMoveAction(Unit owner, AIMovementType waypointSequence, LinkedList<WaypointEntry> waypoints) : this(owner, waypointSequence) { if (waypoints == null) { m_waypoints = WaypointEntry.EmptyList; } else { m_waypoints = waypoints; } }
public AIWanderMoveAction(NPC owner, AIMovementType waypointSequence, LinkedList <WaypointEntry> waypoints) : base(owner, waypointSequence, waypoints) { owner.SpawnEntry.CreateRandomWaypoints(); }
public AIWanderMoveAction(NPC owner, AIMovementType waypointSequence) : base(owner, waypointSequence) { }
public AIWaypointMoveAction(Unit owner, AIMovementType waypointSequence, LinkedList <WaypointEntry> waypoints) : this(owner, waypointSequence) { Waypoints = waypoints ?? WaypointEntry.EmptyList; }
public override void Start() { m_stayingOnWaypoint = true; m_desiredStartMovingTime = 0; m_owner.Movement.MoveType = AIMoveType.Walk; var spawn = m_owner.SpawnPoint; if (spawn != null) { var spawnEntry = spawn.SpawnEntry; if (spawnEntry != null) { _waypointSequence = spawnEntry.MoveType; } } }
public AIWaypointMoveAction(Unit owner, AIMovementType waypointSequence, LinkedList<WaypointEntry> waypoints) : this(owner, waypointSequence) { Waypoints = waypoints ?? WaypointEntry.EmptyList; }
public AIWanderMoveAction(NPC owner, AIMovementType waypointSequence, LinkedList<WaypointEntry> waypoints) : base(owner, waypointSequence, waypoints) { owner.SpawnEntry.CreateRandomWaypoints(); }