public ClientStateNode(bool clientOnly, IntVariable nbClient, float agentSpeed, SpiritAI ai) { this.clientOnly = clientOnly; this.nbClient = nbClient; this.agentSpeed = agentSpeed; this.ai = ai; }
public ThiefStateNode(bool thiefOnly, IntVariable nbThief, float agentSpeed, SpiritAI ai) { this.thiefOnly = thiefOnly; this.nbThief = nbThief; this.agentSpeed = agentSpeed; this.ai = ai; }
public GoToQueueSpot(NavMeshAgent agent, SpiritAI ai) { this.agent = agent; this.ai = ai; }
// Start is called before the first frame update void Start() { ai = GetComponent <SpiritAI>(); agent = GetComponent <NavMeshAgent>(); }
public IsQueueSpotAvailable(QueueSpot[] availableQueue, Transform target, SpiritAI ai) { this.availableQueue = availableQueue; this.target = target; this.ai = ai; }
public ArriveAtPosition(SpiritAI ai) { this.ai = ai; }
public OrderGenerator(List <Item> stockItems, IntVariable nbItemsOrdered, SpiritAI ai) { this.stockItems = stockItems; this.nbItemsOrdered = nbItemsOrdered; this.ai = ai; }
//private Node[] nodes; public FindState(SpiritAI ai) { this.ai = ai; }
public IsLootSpotAvailable(LootSpot[] availableLoot, Transform target, SpiritAI ai) { this.availableLoot = availableLoot; this.target = target; this.ai = ai; }