public EnemyBehaviourFactory(EnemyBrain brain, ISimulationEngine simulationEngine, IWorldLocator worldLocator, TraderPart.IItemFactory itemFactory, Random random, IPositionComponent physical) { this.Brain = brain; SimulationEngine = simulationEngine; WorldLocator = worldLocator; ItemFactory = itemFactory; Random = random; Physical = physical; }
/// <summary> /// Note: replace physical with a moveto delegate?(Action{Vector3}) /// </summary> /// <param name="brain"></param> /// <param name="engine"></param> /// <param name="ph"></param> public MoveToDestinationBehaviour(EnemyBrain brain, ISimulationEngine engine, IPositionComponent ph) { this.brain = brain; this.engine = engine; this.ph = ph; }
public FindClosestResourceBehaviour(EnemyBrain brain, IWorldLocator locator, float range) { this.brain = brain; this.locator = locator; this.range = range; }
private float lastShotTime = -1; // NOTE: THIS IS NOT IN THE DATA CLASSES! public ShootBehaviour(EnemyBrain brain, ISimulationEngine simulationEngine) { this.brain = brain; this.simulationEngine = simulationEngine; }
/// <summary> /// Note: replace physical with a moveto delegate?(Action{Vector3}) /// </summary> /// <param name="brain"></param> /// <param name="itemFactory"></param> public PickupTargetItemBehaviour(EnemyBrain brain, TraderPart.IItemFactory itemFactory) { this.brain = brain; this.itemFactory = itemFactory; }
public FindTargetBehaviour(EnemyBrain brain, IWorldLocator locator) { this.brain = brain; this.locator = locator; }