public Attack1Behaviour(KnightMotor enemyMotor, Transform target, GameObject groundActPrefab, GameObject groundRendererPrefab) : base(enemyMotor) { km = enemyMotor; this.target = target; this.groundActPrefab = groundActPrefab; this.groundRendererPrefab = groundRendererPrefab; }
public Attack3Behaviour(KnightMotor enemyMotor, GameObject attack3act1GO, GameObject attack3act2GO, GameObject shieldCollider) : base(enemyMotor) { km = enemyMotor; actGOs = new GameObject[2]; actGOs[0] = attack3act1GO; actGOs[1] = attack3act2GO; this.shieldCollider = shieldCollider; }
// Use this for initialization void Start() { BaseStart(); km = GetComponent <KnightMotor>(); // last behaviour currentBehaviour = new WaitBehaviour(km); nextActionBehaviour = null; SelectTarget(); }
public StartRageBehaviour(KnightMotor enemyMotor) : base(enemyMotor) { km = enemyMotor; }
public Attack2Behaviour(KnightMotor enemyMotor, Transform target) : base(enemyMotor) { this.target = target; km = enemyMotor; }
public RandomMove(KnightMotor enemyMotor, Transform target) : base(enemyMotor) { this.target = target; }
public WaitBehaviour(KnightMotor enemyMotor) : base(enemyMotor) { }
public InterruptionBehaviour(KnightMotor enemyMotor, Vector3 dmgOrigin) : base(enemyMotor) { this.dmgOrigin = dmgOrigin; }
public EndExhaustionBehaviour(KnightMotor enemyMotor) : base(enemyMotor) { }
public GoToPointBehaviour(KnightMotor enemyMotor, Vector3 target) : base(enemyMotor) { this.target = target; }
public Charge1Behaviour(KnightMotor enemyMotor, Vector3 targetPoint) : base(enemyMotor) { km = enemyMotor; targetPosition = targetPoint; }