public AttackState(CoopAiController statePatternPlayer) { animSpeed = 0.0f; aiPlayer = statePatternPlayer; reEvalutateTarget = true; switch (aiPlayer.abilityChoose) { case Strategy.AbilityPref.Agressive: timeBetweenCasts = 1.0f; break; case Strategy.AbilityPref.Balanced: timeBetweenCasts = 5.0f; break; case Strategy.AbilityPref.Offensive: case Strategy.AbilityPref.Defensive: timeBetweenCasts = 3.0f; break; case Strategy.AbilityPref.None: timeBetweenCasts = Mathf.Infinity; break; default: timeBetweenCasts = 1.0f; break; } lastAbilityDelay = 0.0f; lastAbilityCast = -Mathf.Infinity; }
// Use this for initialization void Start() { playerDataScript = GetComponent <Player>(); playerScript = GetComponent <PlayerController>(); aiScript = GetComponent <CoopAiController>(); if (isplayerControlled) { setAsPlayer(); } else { setAsCoopAI(); } tm = GameObject.FindWithTag("TeamManager").GetComponent <TeamManager>(); }
public CastState(CoopAiController statePatternPlayer) { }
public IdleState(CoopAiController statePatternPlayer) { aiPlayer = statePatternPlayer; }
public FleeState(CoopAiController coopAi) { aiPlayer = coopAi; }