public BombermanWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, GameObject target) : base(mapData, targetPosition, aiBehavior) { this.m_Target = target; this.m_HPBehavior = this.m_AIBehavior.gameObject.GetComponent <KodoHPBehavior>(); this.m_StateName = "BombermanWalk"; }
public BuilderReturnState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo) : base(mapData, targetPosition, aiBehavior, targetInfo) { ActorConfig config = ActorPrefabConfig.Instance.GetComponent <ActorConfig>(); this.WalkVelocity = config.BuilderMoveVelocity; }
public BuilderBuildState(NewAI aiBehavior, IObstacleInfo targetInfo, IMapData mapData, TilePosition buildPosition) : base(aiBehavior) { this.m_TargetInfo = targetInfo; this.m_TargetPosition = this.m_TargetInfo.BuildingPosition; this.m_BuildPosition = buildPosition; this.m_MapData = mapData; }
public VillagerWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo) : base(mapData, targetPosition, aiBehavior, targetInfo) { this.m_ActorConfig = ActorPrefabConfig.Instance.GetComponent <ActorConfig>(); this.WalkVelocity = this.m_ActorConfig.VillagerMoveVelocity; this.m_Offset = targetPosition - targetInfo.ActorPosition; }
public ArmyIdleState(NewAI aiBehavior, IBuildingInfo campInfo) : base(aiBehavior) { this.m_CampInfo = campInfo; ActorConfig config = ActorPrefabConfig.Instance.GetComponent <ActorConfig>(); this.m_CurrentFrame = Random.Range(config.ArmyIdleMinFrame, config.ArmyIdleMaxFrame + 1); this.m_CampPosition = this.m_CampInfo.BuildingPosition; }
//private BuildingBasePropertyBehavior m_TargetProperty; public KodoWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, GameObject target) : base(mapData, targetPosition, aiBehavior) { this.m_Target = target; this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity; this.m_HPBehavior = this.m_AIBehavior.gameObject.GetComponent<KodoHPBehavior>(); //this.m_TargetProperty = this.m_Target.GetComponent<BuildingBasePropertyBehavior>(); this.m_StateName = "KodoWalk"; }
public VillagerDisappearState(NewAI aiBehavior) : base(aiBehavior) { this.m_ActorConfig = ActorPrefabConfig.Instance.GetComponent <ActorConfig>(); this.m_AppearBuildings = new HashSet <BuildingType>(); foreach (BuildingType building in this.m_ActorConfig.VillagerAppearBuildingTypes) { this.m_AppearBuildings.Add(building); } }
public CrazyKodoWalkState(NewAI aiBehavior, GameObject target, Vector2 targetPostion) : base(aiBehavior) { this.m_TargetBuilding = target; this.m_TargetPosition = targetPostion; Vector2 deltaVector = this.m_TargetPosition - (Vector2)this.m_AIBehavior.transform.position; this.m_MoveVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity; //this.m_TotalTicks = Mathf.CeilToInt(deltaVector.magnitude / this.m_MoveVelocity); //this.m_MoveTicks = 0; this.m_MoveVector = this.m_MoveVelocity * deltaVector.normalized; this.m_StateName = "Walk"; }
public PushState(NewAI aiBehavior, int pushTicks, int pushVelocity, Vector2 direction) : base(aiBehavior) { this.m_Velocity = pushVelocity; this.m_PushTicks = pushTicks; if (Mathf.Approximately(direction.magnitude, 0.0f)) { this.m_Direction = Vector2.up; } else { this.m_Direction = direction; this.m_Direction.Normalize(); } this.m_PushAttenuateFactor = ((CharacterAI)aiBehavior).PushAttenuateFactor; this.m_PushFactor = ((CharacterAI)aiBehavior).PushFactor; }
public ArmyWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo) : base(mapData, targetPosition, aiBehavior, targetInfo) { this.WalkVelocity = ((ArmyAI)aiBehavior).WalkVelocity; }
public DefenseObjectIdleState(NewAI aiBehavior) : base(aiBehavior) { }
public DefenseObjectTriggerState(NewAI aiBehavior) : base(aiBehavior) { }
public InvaderIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior, isFindInstantly) { this.m_StateName = "InvaderIdle"; }
public AIState(NewAI aiBehavior) { this.m_AIBehavior = aiBehavior; this.m_AnimationController = this.m_AIBehavior.GetComponent <CharacterAnimationController>(); }
public InvaderFindOutState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior) : base(mapData, targetPosition, aiBehavior) { this.m_StateName = "InvaderFindOut"; this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity; }
public CrazyKodoIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior) { this.m_IsFindInstantly = isFindInstantly; this.m_StateName = "Idle"; }
public IdleState(NewAI aiBehavior) : base(aiBehavior) { }
public VillagerIdleState(NewAI aiBehavior, IBuildingInfo targetInfo, bool isTargetHover) : base(aiBehavior) { this.m_TargetInfo = targetInfo; this.m_ActorConfig = ActorPrefabConfig.Instance.GetComponent <ActorConfig>(); this.m_IsTargetHover = isTargetHover; }
public InvaderAttackState(NewAI aiBehavior, AITargetObject target, AttackBehavior attackBehavior) : base(aiBehavior, target, attackBehavior) { this.m_StateName = "InvaderAttack"; }
public ActorRunAwayState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior) : base(mapData, targetPosition, aiBehavior) { }
public TimeTickRelatedState(NewAI aiBehavior) : base(aiBehavior) { }
public BuildingIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior) { this.m_IsFindInstantly = isFindInstantly; }
public BuildingAttackState(NewAI aiBehavior, AITargetObject target, AttackBehavior attackBehavior) : base(aiBehavior, target, attackBehavior) { }
public DefenseObjectLastingState(NewAI aiBehavior, LastingEffectBehavior lastingEffectBehavior) : base(aiBehavior) { this.m_LastingEffectBehavior = lastingEffectBehavior; }
public CharacterWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior) : base(mapData, targetPosition, aiBehavior) { this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity; }
public BombermanIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior, isFindInstantly) { this.m_StateName = "BombermanIdle"; }