public GOAPActionAttackJump(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base(actionType, agent, WSPrecondition, WSEffect) { }
public GOAPActionGoToMeleeRange1(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base((int)actionType, agent, WSPrecondition, WSEffect) { range = Agent.BlackBoard.weaponRange; }
public GOAPActionChase(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base(actionType, agent, WSPrecondition, WSEffect) { range = Agent.BlackBoard.combatRange; }
public GOAPActionOrderRoll(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base((int)actionType, agent, WSPrecondition, WSEffect) { }
public GOAPActionCombatMoveForward(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base((int)actionType, agent, WSPrecondition, WSEffect) { }
public GOAPActionRollForDodge(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base(actionType, agent, WSPrecondition, WSEffect) { }
public GOAPActionReactToDamageBoss(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base((int)actionType, agent, WSPrecondition, WSEffect) { }
public GOAPActionAttackMeleeSingleSword(GOAPActionType1 actionType, Agent1 agent, List <WorldStateBitData> WSPrecondition, List <WorldStateBitDataAction> WSEffect) : base((int)actionType, agent, WSPrecondition, WSEffect) { }