public AISubBehaviorData GetCombatAISubBehavior(AIbehaviorData.AiBehaviors pBehavior, int pSubBehaviorIndex = -1) { AISubBehaviorData oSubBehaviorData = null; for (int i = 0; i < AgressiveBehaviors.Count; i++) { if (AgressiveBehaviors[i].beahviorGroup == pBehavior) { ///*** Get Sub behavior index , if not already assigned if (pSubBehaviorIndex == -1) { pSubBehaviorIndex = Random.Range(0, AgressiveBehaviors[i].AISubBehaviors.Count); } for (int x = 0; x < AgressiveBehaviors[i].AISubBehaviors.Count; x++) { oSubBehaviorData = AgressiveBehaviors[i].AISubBehaviors[pSubBehaviorIndex]; } } } return(oSubBehaviorData); }
public AIbehaviorData.AiBehaviors GetRandomAICombatBehaviorGroup() { int oRandomBehaviorIndex = Random.Range(0, AgressiveBehaviors.Count); //*** We default to a spwaning behavior AIbehaviorData.AiBehaviors oBehavior = AIbehaviorData.AiBehaviors.Spawning; oBehavior = AgressiveBehaviors[oRandomBehaviorIndex].beahviorGroup; return(oBehavior); }
public AIbehaviorData.AiBehaviors GetSpecificAICombatBehaviorGroup(AIbehaviorData.AiBehaviors pBehavior) { //*** We defaut to a spwaning behavior AIbehaviorData.AiBehaviors oBehavior = AIbehaviorData.AiBehaviors.Spawning; for (int i = 0; i < AgressiveBehaviors.Count; i++) { if (AgressiveBehaviors[i].beahviorGroup == pBehavior) { oBehavior = pBehavior; } } return(oBehavior); }
public AIbehaviorData.AiBehaviors GetRandomAISocialBehaviorGroup(AIbehaviorData.AiBehaviors pBehavior) { //*** We defaut to a spwaning behavior AIbehaviorData.AiBehaviors oBehavior = AIbehaviorData.AiBehaviors.Spawning; for (int i = 0; i < SocialBehaviors.Count; i++) { if (SocialBehaviors[i].beahviorGroup == pBehavior) { oBehavior = pBehavior; } } return(oBehavior); }