public override void Enter(AiStateManager Parent)
 {
     PauseTime   = 0;
     TargetTheta = Rand.F() * MathHelper.TwoPi;
     Theta       = Rand.F() * MathHelper.TwoPi;
     base.Enter(Parent);
 }
        public override void Enter(AiStateManager Parent)
        {
            float BestScore = 1000;

            Moving    = false;
            PauseTime = 0;

            foreach (WaveCard card in OverCardPicker.CurrentCards)
            {
                float Score = 0;
                foreach (UnitBasic u in FactionManager.SortedUnits[WaveManager.ActiveTeam])
                {
                    if (u.GetType().IsSubclassOf(typeof(UnitTurret)))
                    {
                        UnitTurret t = (UnitTurret)u;
                        if (t.MyCard != null)
                        {
                            if (t.MyCard.StrongVs.Equals(card.Type))
                            {
                                Score += t.GetWeight();
                            }
                        }
                        else if (card.Type.Equals("Heavy"))
                        {
                            Score += t.GetWeight();
                        }
                    }
                }

                if (Score < BestScore)
                {
                    SelectedCard = card;
                    BestScore    = Score;
                }
            }

            base.Enter(Parent);
        }
Esempio n. 3
0
 public virtual void Enter(AiStateManager Parent)
 {
     this.Parent = Parent;
 }
        public override void Enter(AiStateManager Parent)
        {
            PauseTime = 0;

            base.Enter(Parent);
        }
Esempio n. 5
0
 public StarShipAiController()
 {
     StateManager = new AiStateManager(this);
 }
 public override void Enter(AiStateManager Parent)
 {
     ResetTime = 0;
     base.Enter(Parent);
     ResetDefenseTarget();
 }
 public override void Enter(AiStateManager Parent)
 {
     PathFindingManager.BuildAttackGrid();
     base.Enter(Parent);
 }
 public override void Enter(AiStateManager Parent)
 {
     TargetObject = null;
     base.Enter(Parent);
 }