public SupportCloneAiBehaviour(CharacterInstance character) { base.Character = character; this.m_targetingAiBehaviour = new HeroTargetingAiBehaviour(character); this.m_movementBehaviour = new PursuitAiBehaviour(character); this.m_seekTacticalPosition = true; }
public CompanionMeleeAiBehaviour(CharacterInstance character) { base.Character = character; this.m_targetingAiBehaviour = new HeroTargetingAiBehaviour(character); this.m_movementBehaviour = new PursuitAiBehaviour(character); this.m_seekTacticalPosition = true; this.m_nextPossibleSkillExecutionTime = Time.fixedTime; }
public SupportAiBehaviour(CharacterInstance character, [Optional, DefaultParameterValue(null)] List <PerkType> perkTypes) { base.Character = character; if (perkTypes != null) { for (int i = 0; i < perkTypes.Count; i++) { PerkType perkType = perkTypes[i]; PerkInstance item = new PerkInstance(); item.Type = perkType; item.Modifier = ConfigPerks.GetBestModifier(perkType); character.SupportPerks.PerkInstances.Add(item); } } this.attachSupportPerk(PerkType.AllyHeal); this.m_targetingAiBehaviour = new HeroTargetingAiBehaviour(character); this.m_movementBehaviour = new PursuitAiBehaviour(character); this.m_seekTacticalPositionTime = Time.fixedTime; this.m_nextPossibleHealSkillExecutionTime = Time.fixedTime; }
public HeroRangedAiBehaviour(CharacterInstance character) { base.Character = character; this.m_targetingBehaviour = new HeroTargetingAiBehaviour(character); this.m_attackBehaviour = new PursuitAndRangedAttackAiBehaviour(character); }