public MoveToLastSeenPlayerPositionStateManager(TrackAndKillPlayerStateBehavior trackAndKillPlayerbehaviorRef, PlayerObjectStateDataSystem playerObjectStateDataSystem, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback, Action AskedToExitTrackAndKillPlayerBehaviorAction, IMoveToLastSeenPlayerPositionStateManagerWorkflowCallback IMoveToLastSeenPlayerPositionStateManagerWorkflowCallback) { TrackAndKillPlayerbehaviorRef = trackAndKillPlayerbehaviorRef; PlayerObjectStateDataSystem = playerObjectStateDataSystem; this.ISetAIAgentDestinationActionCallback = ISetAIAgentDestinationActionCallback; this.AskedToExitTrackAndKillPlayerBehaviorAction = AskedToExitTrackAndKillPlayerBehaviorAction; this.IMoveToLastSeenPlayerPositionStateManagerWorkflowCallback = IMoveToLastSeenPlayerPositionStateManagerWorkflowCallback; }
public MoveTowardsPlayerStateManager(TrackAndKillPlayerStateBehavior trackAndKillAIbehaviorRef, SoldierAIBehaviorDefinition SoldierAIBehaviorDefinition, CoreInteractiveObject AssociatedInteractiveObject, PlayerObjectStateDataSystem playerObjectStateDataSystem, WeaponFiringAreaSystem WeaponFiringAreaSystem, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback, IMoveTowardsPlayerStateManagerWorkflowCallback IMoveTowardsPlayerStateManagerWorkflowCallback) { TrackAndKillAIbehaviorRef = trackAndKillAIbehaviorRef; this.SoldierAIBehaviorDefinition = SoldierAIBehaviorDefinition; this.AssociatedInteractiveObject = AssociatedInteractiveObject; PlayerObjectStateDataSystem = playerObjectStateDataSystem; this.WeaponFiringAreaSystem = WeaponFiringAreaSystem; this.ISetAIAgentDestinationActionCallback = ISetAIAgentDestinationActionCallback; this.IMoveTowardsPlayerStateManagerWorkflowCallback = IMoveTowardsPlayerStateManagerWorkflowCallback; }
public MoveTowardsInterestDirectionStateManager( CoreInteractiveObject AssociatedInteractiveObject, TrackUnknownInterestDirectionSystem TrackUnknownInterestDirectionSystem, SoldierAIBehaviorDefinition SoldierAIBehaviorDefinition, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback, Action OnTrackUnknownStateManagerAskedToExit) { this.AssociatedInteractiveObject = AssociatedInteractiveObject; this.TrackUnknownInterestDirectionSystem = TrackUnknownInterestDirectionSystem; this.SoldierAIBehaviorDefinition = SoldierAIBehaviorDefinition; this.ISetAIAgentDestinationActionCallback = ISetAIAgentDestinationActionCallback; this.OnTrackUnknownStateManagerAskedToExit = OnTrackUnknownStateManagerAskedToExit; }
public MoveAroundPlayerStateManager(TrackAndKillPlayerStateBehavior trackAndKillPlayerStateBehaviorRef, PlayerObjectStateDataSystem playerObjectStateDataSystem, CoreInteractiveObject associatedInteractiveObject, WeaponFiringAreaSystem WeaponFiringAreaSystem, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback, IMoveAroundPlayerStateManagerWorkflowCallback IMoveAroundPlayerStateManagerWorkflowCallback) { _trackAndKillPlayerStateBehaviorRef = trackAndKillPlayerStateBehaviorRef; PlayerObjectStateDataSystem = playerObjectStateDataSystem; AssociatedInteractiveObject = associatedInteractiveObject; this.ISetAIAgentDestinationActionCallback = ISetAIAgentDestinationActionCallback; this.IMoveAroundPlayerStateManagerWorkflowCallback = IMoveAroundPlayerStateManagerWorkflowCallback; this.WeaponFiringAreaSystem = WeaponFiringAreaSystem; }
public ShootingAtPlayerStateManager(TrackAndKillPlayerStateBehavior trackAndKillAIbehaviorRef, PlayerObjectStateDataSystem playerObjectStateDataSystem, CoreInteractiveObject associatedInteractiveObject, SoldierAIBehaviorDefinition SoldierAIBehaviorDefinition, WeaponFiringAreaSystem WeaponFiringAreaSystem, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback, IFiringProjectileCallback IFiringProjectileCallback, IShootingAtPlayerWorkflowCallback IShootingAtPlayerWorkflowCallback) { this.TrackAndKillAIbehaviorRef = trackAndKillAIbehaviorRef; PlayerObjectStateDataSystem = playerObjectStateDataSystem; AssociatedInteractiveObject = associatedInteractiveObject; this.SoldierAIBehaviorDefinition = SoldierAIBehaviorDefinition; this.WeaponFiringAreaSystem = WeaponFiringAreaSystem; this.ISetAIAgentDestinationActionCallback = ISetAIAgentDestinationActionCallback; this.IFiringProjectileCallback = IFiringProjectileCallback; this.IShootingAtPlayerWorkflowCallback = IShootingAtPlayerWorkflowCallback; }
public PatrollingStateManager(CoreInteractiveObject AssociatedInteractiveObject, AIPatrolGraphBuilder AIPatrolGraphBuilder, ISetAIAgentDestinationActionCallback ISetAIAgentDestinationActionCallback) { this.AIPatrolSystem = new AIPatrolSystem(AssociatedInteractiveObject, AIPatrolGraphBuilder, ISetAIAgentDestinationActionCallback.SetAIAgentDestinationAction_NoReturn, ISetAIAgentDestinationActionCallback.SetAIAgentSpeedAttenuationAction); }