コード例 #1
0
ファイル: DefaultUnit.cs プロジェクト: Antr0py/VoxelRTS
        public override void Init(GameState s, GameplayController c, object args)
        {
            cc = unit.CombatController;
            mc = unit.MovementController;

            unit.TargetingOrders = BehaviorFSM.TargetPassively;
            unit.CombatOrders    = BehaviorFSM.UseRangedAttack;
            unit.MovementOrders  = BehaviorFSM.JustMove;
            SetState(BehaviorFSM.Rest);

            teamIndex = unit.Team.Index;
            origin    = unit.GridPosition;
        }
コード例 #2
0
        public override void Init(RTSEngine.Data.GameState s, RTSEngine.Controllers.GameplayController c, object args)
        {
            cc = unit.CombatController;
            mc = unit.MovementController;

            unit.TargetingOrders = BehaviorFSM.TargetPassively;
            unit.CombatOrders = BehaviorFSM.UseMeleeAttack;
            unit.MovementOrders = BehaviorFSM.JustMove;
            SetState(BehaviorFSM.Rest);

            teamIndex = unit.Team.Index;

            // Worker Specific Stuff
            targetResource = null;
            targetDistro = null;
            depositing = false;
        }
コード例 #3
0
ファイル: DefaultWorker.cs プロジェクト: Antr0py/VoxelRTS
        public override void Init(RTSEngine.Data.GameState s, RTSEngine.Controllers.GameplayController c, object args)
        {
            cc = unit.CombatController;
            mc = unit.MovementController;

            unit.TargetingOrders = BehaviorFSM.TargetPassively;
            unit.CombatOrders    = BehaviorFSM.UseMeleeAttack;
            unit.MovementOrders  = BehaviorFSM.JustMove;
            SetState(BehaviorFSM.Rest);

            teamIndex = unit.Team.Index;

            // Worker Specific Stuff
            targetResource = null;
            targetDistro   = null;
            depositing     = false;
        }
コード例 #4
0
        public override void Init(GameState s, GameplayController c, object args)
        {
            cc = unit.CombatController;
            mc = unit.MovementController;

            unit.TargetingOrders = BehaviorFSM.TargetPassively;
            unit.CombatOrders = BehaviorFSM.UseRangedAttack;
            unit.MovementOrders = BehaviorFSM.JustMove;
            SetState(BehaviorFSM.Rest);

            teamIndex = unit.Team.Index;
            origin = unit.GridPosition;
        }