public MoveEndTask(IRandomMoveAI AI, float fTime) { myAI = AI; fEndtime = fTime; waitTime = new WaitForSeconds(fEndtime); }
public override void OnEnable() { base.OnEnable(); randomAI = enemyObject.GetComponent <IRandomMoveAI>(); }
public MovingCondition(IRandomMoveAI AI) { myAI = AI; }
public override void OnDisable() { base.OnDisable(); currentDir = Vector3.zero; randomAI = null; }
public MoveCountCondition(int nCount, IRandomMoveAI randomAI) { nMaxCount = nCount; nCurrentMoveCount = 0; myRandomAI = randomAI; }