internal AIUpdate(GameObject gameObject, AIUpdateModuleData moduleData) { GameObject = gameObject; _moduleData = moduleData; TargetPoints = new List <Vector3>(); _locomotors = new Dictionary <LocomotorSetType, Locomotor>(); SetLocomotor(LocomotorSetType.Normal); if (_moduleData.Turret != null) { _turretAIUpdate = _moduleData.Turret.CreateTurretAIUpdate(GameObject); } }
internal AIUpdate(GameObject gameObject, AIUpdateModuleData moduleData) { GameObject = gameObject; _moduleData = moduleData; TargetPoints = new List <Vector3>(); _stateMachine = new AIStateMachine(); _locomotorSet = new LocomotorSet(gameObject); _currentLocomotorSetType = (LocomotorSetType)(-1); SetLocomotor(LocomotorSetType.Normal); if (_moduleData.Turret != null) { _turretAIUpdate = _moduleData.Turret.CreateTurretAIUpdate(GameObject); } }