protected override void BrainInitialisation() { hp = configScriptable.bossHp; damage = configScriptable.bossDamage; speed = configScriptable.bossSpeed; bulletSpeed = configScriptable.bossBulletSpeed; damageDealed = false; brain = new Brain(true); Chase chase = new Chase(2f, transform, AI.GetPlayer(), speed * 2); RandomMove randomMove = new RandomMove(1f, transform, speed); ShootAtPosition shoot = new ShootAtPosition(.2f, transform, AI.GetPlayer(), false, bulletSpeed, damage); MultiShot multiShoot = new MultiShot(.2f, transform, AI.GetPlayer(), damage, bulletSpeed); AIWait aIWait = new AIWait(1f); brain.AddAIMechanic(chase); brain.AddAIMechanic(aIWait); brain.AddAIMechanic(multiShoot); brain.AddAIMechanic(aIWait); brain.AddAIMechanic(shoot); brain.AddAIMechanic(shoot); brain.AddAIMechanic(shoot); brain.AddAIMechanic(aIWait); brain.AddAIMechanic(randomMove); brain.ChooseState(); coroutine = Wait(brain.GetCooldown()); StartCoroutine(coroutine); }
protected override void BrainInitialisation() { hp = configScriptable.flyerHp; damage = configScriptable.flyerDamage; speed = configScriptable.flyerSpeed; bulletSpeed = configScriptable.flyerBulletSpeed; brain = new Brain(true); RandomMove randomMove = new RandomMove(1f, transform, speed); ShootAtPosition shoot = new ShootAtPosition(1f, transform, AI.GetPlayer(), false, bulletSpeed, damage); brain.AddAIMechanic(randomMove); brain.AddAIMechanic(shoot); brain.ChooseState(); coroutine = Wait(brain.GetCooldown()); StartCoroutine(coroutine); }
protected override void BrainInitialisation() { hp = configScriptable.playerHp; maxHP = configScriptable.playerHp; damage = configScriptable.playerDamage; speed = configScriptable.playerSpeed; bulletSpeed = configScriptable.playerBulletSpeed; brain = new Brain(true); ShootAtPosition shoot = new ShootAtPosition(1f, transform, AI.GetCloserEnemy(gameCreator.enemyList, transform).transform, true, bulletSpeed, damage); brain.AddAIMechanic(shoot); brain.ChooseState(); coroutine = Wait(brain.GetCooldown()); StartCoroutine(coroutine); }
protected override void BrainInitialisation() { hp = configScriptable.sliderHp; damage = configScriptable.sliderDamage; speed = configScriptable.sliderSpeed; damageDealed = false; brain = new Brain(false); Chase chase = new Chase(1f, transform, AI.GetPlayer(), speed); brain.AddAIMechanic(chase); brain.ChooseState(); coroutine = Wait(brain.GetCooldown()); StartCoroutine(coroutine); }