/// <summary> /// Main Constructor /// </summary> /// <param name="_mind">Reference to the Mind</param> public Talk(IAIMind _mind) : base(_mind) { }
public Run(IAIMind _mind) : base(_mind) { }
/// <summary> /// Main Constructor /// </summary> /// <param name="_mind">Reference to the Mind</param> public Idle(IAIMind _mind) : base(_mind) { }
/// <summary> /// Main Constructor /// </summary> /// <param name="_mind">Reference to the mind</param> public Persue(IAIMind _mind) : base(_mind) { }
/// <summary> /// Constructor for AI minds /// </summary> /// <param name="_mind">Reference to the AI Mind</param> public State(IAIMind _mind) { mMind = _mind; mAnimation = mMind.MySelf as IAnimation; }
/// <summary> /// Main Constructor /// </summary> /// <param name="_mind">Reference to the mind</param> public Yeet(IAIMind _mind) : base(_mind) { mJumpForce = -9f; mJumping = true; }
/// <summary> /// Main Constructor /// </summary> /// <param name="_mind">Reference to the Mind</param> public Persue(IAIMind _mind) : base(_mind) { mPath = new Queue <Point>(); }