예제 #1
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.CheckIsInStrategy(this.strategyID, this.isTrue));
 }
예제 #2
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveAround(this.random, this.time));
 }
예제 #3
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.ChangeAction(actStr));
 }
예제 #4
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파일: RandomNode.cs 프로젝트: yh821/Zombie
 public override bool Condition(IAIProc theOwner)
 {
     return(theOwner.CheckRandom(mRandom));
 }
 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.StareBlanklyInThinkCount(this.thinkCount));
 }
 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.CheckTargetDistanceBySkillIndex(this.nSkill));
 }
예제 #7
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.SetTargetFromLockOnTargetBySkillIndex(this.skillIndex, TargetRangeType.SkillRange, this.isUseRushDistance));
 }
예제 #8
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToSkillEdgeBySkillIndex(this.skill));
 }
예제 #9
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 public override bool Proc(IAIProc theOwner)
 {
     return(base.Proc(theOwner));
 }
예제 #10
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.PackTryToCastSkillBySkillIndex(this.skillIndex, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator));
 }
예제 #11
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToPoint(this.x, this.z, this.range));
 }
 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.PackTryToCastSkillBySkillTypeAndLockOnTarget(this.skillType, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator));
 }
 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToEffectOutside(this.thinkCount));
 }
예제 #14
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.PackTryToPressIcon(this.icon, this.count, this.interval, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator, (!this.isUseRange) ? TargetRangeType.World : TargetRangeType.SkillRange));
 }
예제 #15
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.StopMoveTo());
 }
예제 #16
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 public override bool Condition(IAIProc theOwner)
 {
     return(theOwner.TooFarFollowTarget());
 }
예제 #17
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 public override bool Proc(IAIProc theOwner)
 {
     return(!theOwner.CheckOwnerContainBuffID(this.buffID));
 }
예제 #18
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.CheckDistanceBetweenOwnerAndTarget(this.fDis));
 }
예제 #19
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 public override bool Proc(IAIProc theOwner)
 {
     return(false);
 }
예제 #20
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.TurnToRandomDir(this.angle1, this.angle2));
 }
예제 #21
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.PackTryToMoveToTargetBySkillIndex(this.skillIndex, this.random, (!this.isUseRange) ? TargetRangeType.World : TargetRangeType.SkillRange));
 }
예제 #22
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 public override bool Proc(IAIProc theOwner)
 {
     return(this.child.Proc(theOwner));
 }
예제 #23
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.CheckTargetDistance(this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator));
 }
예제 #24
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 public abstract bool Proc(IAIProc theOwner);
예제 #25
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToAttackTarget());
 }
예제 #26
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToPoint(x, z, range));
 }
예제 #27
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 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveByForwardInThinkCount(thinkCount));
 }
 public override bool Proc(IAIProc theOwner)
 {
     return(theOwner.MoveToCurrentBatchPoint());
 }
예제 #29
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 public override bool Condition(IAIProc theOwner)
 {
     return(theOwner.FindAttackTarget());
 }
예제 #30
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 public override bool Condition(IAIProc theOwner)
 {
     return(theOwner.CheckSelf());
 }