public void DeleteTransition(AIAdvanced.Transition newTransition, AIAdvanced.FsmStateId newFsmStateId) { if (!map.ContainsKey(newTransition)) { return; } map.Remove(newTransition); }
public AIRunaway(AIAdvanced.FsmStateId initState, GameObject npc, float RunawayDistance) { SetOwnFsmStateID(initState); IsAttacked = false; Npc = npc; Npc.GetComponent <Self_class>().Attacked += IsA; Distance = RunawayDistance; flag = true; Pointer = npc.transform.position; }
public AIPatrlState(AIAdvanced.FsmStateId initState, Vector3 Pointer, float R, GameObject npc) { IsAttacked = false; SetOwnFsmStateID(initState); PatrlPointer = Pointer; PatrlR = R; Npc = npc; Npc.GetComponent <Self_class>().Attacked += IsA; flag = true; nma = npc.GetComponent <NavMeshAgent>(); }
public void AddTransition(AIAdvanced.Transition newTransition, AIAdvanced.FsmStateId newFsmStateId) { if (map.ContainsKey(newTransition)) { if (map[newTransition] == newFsmStateId) { return; } else { map[newTransition] = newFsmStateId; } } map.Add(newTransition, newFsmStateId); }
public void SetOwnFsmStateID(AIAdvanced.FsmStateId initStateID) { _OwnFsmStateID = initStateID; }