public AimActionNode(Transform self, LayerMask lm, BehaviourTreeShip npc) { _self = self; _layerMask = lm; _npc = npc; m_action = Aim; }
public PatrolActionNode(Transform self, Transform target, BehaviourTreeShip npc) { _self = self; _target = target; _npc = npc; m_action = Patrol; }
public ShootActionNode(Transform self, BehaviourTreeShip npc) { _self = self; _fireRate = 1f; _npc = npc; m_action = Shoot; }
public EncounterActionNode(Transform self, BehaviourTreeShip npc, Enemy[] enemies) { _encounterRange = 15f; _self = self; _npc = npc; _enemies = enemies; m_action = CheckForEnemies; }
public TeleportActionNode(Transform self, BehaviourTreeShip npc) { _self = self; _renderer = _self.GetComponent <Renderer>(); _bounds = new Bounds(Vector3.zero, Vector3.one * 100); _npc = npc; m_action = Teleport; }
public SmallEnemyActionNode(BehaviourTreeShip npc) { _npc = npc; m_action = CheckIfEnemySmall; }