public AttackState(GameObject _go) { go = _go; anim = _go.GetComponent<Animator>(); ai = _go.GetComponent<ICharacterAI>(); }
//public bool canAttack = false; public EvolAttackState(GameObject _go) { go = _go; agent = _go.GetComponent<NavMeshAgent>(); anim = _go.GetComponent<Animator>(); ai = _go.GetComponent<ICharacterAI>(); }
bool changeUp = false;//agg when expect passive and vice versa public PatrolState(GameObject _go) { go = _go; ai = go.GetComponent<ICharacterAI>(); anim = go.GetComponent<Animator>(); rb = go.GetComponent<Rigidbody>(); pursuitTime = 0f; }
/// <summary> /// 注销 /// </summary> public void Release() { m_Name = null; m_IconSpriteName = null; if (m_Weapon != null) { m_Weapon.Release(); m_Weapon = null; } door = null; m_AssetName = null; m_AI = null; if (m_GameObject != null) { GameObject.Destroy(m_GameObject); } }
bool changeUp = false;//agg when expect passive and vice versa public EvolPatrolState(GameObject _go) { go = _go; ai = go.GetComponent<ICharacterAI>(); agent = go.GetComponent<NavMeshAgent>(); anim = go.GetComponent<Animator>(); rb = go.GetComponent<Rigidbody>(); path = new NavMeshPath(); if (ai.GetTarget() != null && agent != null) { //NavMesh.CalculatePath (go.transform.position, ai.GetTarget().position, NavMesh.AllAreas, path); } if (agent != null) { //agent.updateRotation = false; //agent.updatePosition = true; } pursuitTime = 0f; }
/// <summary> /// 设置角色 /// </summary> /// <param name="CharacterAI"></param> public void SetCharacterAI(ICharacterAI CharacterAI) { m_CharacterAI = CharacterAI; }
//设置CharacterAI的对象 public void SetCharacterAI(ICharacterAI _characterAI) { characterAI = _characterAI; }
public AIStateEnemyrAttack(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Attacking; }
public AIStateEnemyDead(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Dead; }
public AIStateSoldierPatroll(ICharacterAI characterAI) : base(characterAI) { }
public AIStateEnemyIdle(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Idle; }
public void SetAI(EnemyAI theAI) { m_AI = theAI; }
internal void SetCharacterAI(ICharacterAI CharacterAI) { m_AI = CharacterAI; }
public IAIState(ICharacterAI characterAI) { m_characterAI = characterAI; }
// 設定AI public void SetAI(ICharacterAI CharacterAI) { m_AI = CharacterAI; }
public AIStateSoldierDead(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Dead; }
public AIStateEnemyChase(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Chasing; }
public AIStateSoldierChase(ICharacterAI characterAI) : base(characterAI) { StateType = ENUM_State.Chasing; }