public static ChargePlayer Instance() { if (ChargePlayer.singleton == null) { ChargePlayer.singleton = new ChargePlayer(); } return(ChargePlayer.singleton); }
private Sequence MediumHealthPattern() { ChargePlayer charge = new ChargePlayer(gameObject, enemy, attackDistance); //PlayerNotAround nextToPlayer = new PlayerNotAround(charge, gameObject, stoppingDistance); ActionNode attackPlayer = Attack(attack1); return(new Sequence(new List <Node> { charge, attackPlayer })); }
private Selector LowHealthPattern() { //PlayAnimation shootWeb = new PlayAnimation(gameObject, taunt); ShootWeb web = new ShootWeb(gameObject, webProjectile, enemy); //PlayerNotDisabled playerDisabled = new PlayerNotDisabled(web, enemy); NoCooldown noCooldown = new NoCooldown(web, fireRate); //PlayerAround playerAround = new PlayerAround(noCooldown, gameObject, enemy, playerDistance); //Sequence webSequence = new Sequence(new List<Node> { noCooldown, web }); ChargePlayer charge = new ChargePlayer(gameObject, enemy, attackDistance); ActionNode attackPlayer = Attack(attack1); //PrioritySelector attackTarget = new PrioritySelector(new List<Node> { webSequence, attackPlayer }); Sequence attackSequence = new Sequence(new List <Node> { charge, attackPlayer }); Selector selector = new Selector(new List <Node> { noCooldown, attackSequence }); return(selector); }
public static ChargePlayer creaChargePlayer() { return(ChargePlayer.Instance()); }