public override void UpdateTask(MAnimalBrain brain, int index) { if (Play == ExecuteTask.OnUpdate) //If the animal is in range of the Target { if (brain.CheckIfTasksCountDownElapsed(CoolDown, index)) { StateActivate(brain); brain.ResetTaskTimeElapsed(index); } } }
public override void UpdateTask(MAnimalBrain brain, int index) { if (Play == PlayWhen.Forever) //If the animal is in range of the Target { if (near && !brain.ArrivedToTarget) { return; //Dont play if Play on target is true but we are not near the target. } if (brain.CheckIfTasksCountDownElapsed(CoolDown, index)) { PlayMode(brain); brain.ResetTaskTimeElapsed(index); } } }
public override void UpdateTask(MAnimalBrain brain, int index) { if (interval > 0) { if (brain.CheckIfTasksCountDownElapsed(interval, index)) { UpdateMovementTask(brain, index); brain.ResetTaskTimeElapsed(index); } } else { UpdateMovementTask(brain, index); } }