public override void Execute(AIBrain brain) { brain.CeaseFire(); if (brain.extrapolatedPlayerPosition.HasValue && brain.lastKnownPlayerVelocity.HasValue) { brain.LookAt(brain.extrapolatedPlayerPosition.Value + brain.lastKnownPlayerVelocity.Value, true); } brain.Go(); }
public override void Execute(AIBrain brain) { if (brain.lastKnownPlayerVelocity.HasValue) { brain.LookAt(brain.transform.position + brain.lastKnownPlayerVelocity.Value); } brain.Go(); brain.CeaseFire(); }
public override void Execute(AIBrain brain) { brain.CeaseFire(); randomLookTime -= Time.fixedDeltaTime; if (randomLookTime <= 0f) { brain.LookRandomDirection(); randomLookTime = UnityEngine.Random.Range(randomLookTimeMin, randomLookTimeMax); } if (brain.OverheatAboveThreshold(overheatThresholdMax)) { brain.Coast(); } else if (!brain.OverheatAboveThreshold(overheatThresholdMin)) { brain.WanderAim(circleDistance, circleRadius); brain.Go(); } }