// protected Task(GameCharacterAI owner, Vec3 position, MapObject entity) { this.owner = owner; this.taskPosition = position; this.taskEntity = entity; }
public AttackTask(GameCharacterAI owner, Vec3 position) : base(owner, position, null) { }
public AttackTask(GameCharacterAI owner, MapObject entity) : base(owner, Vec3.Zero, entity) { }
// public MoveTask(GameCharacterAI owner, Vec3 position, float reachDistance) : base(owner, position, null) { this.reachDistance = reachDistance; }
public MoveTask(GameCharacterAI owner, MapObject entity, float reachDistance) : base(owner, Vec3.Zero, entity) { this.reachDistance = reachDistance; }
public IdleTask(GameCharacterAI owner) : base(owner, Vec3.Zero, null) { }