public override void Update(ActorAIController AI) { AIChaseController chaseAI = AI as AIChaseController; if (chaseAI == null) return; chaseAI.actor.Attack(); }
public override void Update(ActorAIController AI) { AIRangedAttackController rangedAI = AI as AIRangedAttackController; if (AI == null) return; rangedAI.actor.Attack(); }
public override void Update(ActorAIController AI) { AIKamikazeeController killAI = AI as AIKamikazeeController; if (killAI == null) return; killAI._horizontalStop(); }
public override void Update(ActorAIController AI) { AIChaseController chaseAI = AI as AIChaseController; if (chaseAI == null) return; if (chaseAI.OnLeft) chaseAI._moveLeft(); else chaseAI._moveRight(); if (chaseAI.Bounces) chaseAI._jump(); }
public override void Update(ActorAIController AI) { AIChaseController chaseAI = AI as AIChaseController; if (chaseAI == null) return; chaseAI._horizontalStop(); }
public override void Update(ActorAIController AI) { AIHybridController hybridAI = AI as AIHybridController; if (AI == null) return; hybridAI._horizontalStop(); hybridAI.actor.Attack(); }
public override void Update(ActorAIController AI) { AIHybridController hybridAI = AI as AIHybridController; if (AI == null) return; if (hybridAI.OnLeft) hybridAI._moveLeft(); else hybridAI._moveRight(); }
/// <summary> /// Use the Update method to run state-specific AI code. This is called once for each ProcessTick that this /// AIState is the ActorAIController's CurrentState. /// </summary> /// <param name="AI">The ActorAIController object on which this is the current state.</param> public abstract void Update(ActorAIController AI);
public override void Update(ActorAIController AI) { AIKamikazeeController killAI = AI as AIKamikazeeController; if (killAI == null) return; if (killAI.OnLeft) killAI._moveLeft(); else killAI._moveRight(); }
public override void Update(ActorAIController AI) { LuaAIController luaAI = AI as LuaAIController; if (luaAI == null) return; ScriptingEngine.Instance.RunScript("data/scripts/" + luaAI.UpdateScript); }