public void ExecuteStep(GridNode cur_node, GridNode tar_node, EnemyLogic me, GameObject target) { MortarEnemy mortar_me = (MortarEnemy)me; mortar_me.state = MortarEnemy.State.IDLE; mortar_me.m_drawGizmos = false; }
public void ExecuteStep(GridNode cur_node, GridNode tar_node, EnemyLogic me, GameObject target) { if (!playerInRange) { return; } MortarEnemy Me = (MortarEnemy)me; Me.CreateIndicators(); Me.m_drawGizmos = true; Me.ShootProjectile(); }
public void CalculateStep(GridNode cur_node, GridNode tar_node, EnemyLogic me, GameObject target) { playerInRange = true; MortarEnemy Me = (MortarEnemy)me; if (!Me.PlayerInFiringRange()) { playerInRange = false; Me.state = MortarEnemy.State.IDLE; me.actionQueue.ResetQueue((int)MortarEnemy.State.FIRING); return; } Me.targetNode = Me.player.CurrentNode.position; }