public EntityPath EntityPath; //TODO - change back to private public EntityAI(Entity entity, EntityCombatAI combatAI, EntityTaskAI taskAI) { Debug.Log("Init EntityAI : " + entity); Entity = entity; CombatAI = combatAI; TaskAI = taskAI; if (!(entity is Player)) { CombatAI.SetEntity(entity); TaskAI.SetEntity(entity); } }
public Entity(EntityCombatAI combatAI, EntityTaskAI taskAI, EntityMovementData movementData, string name = "un-named_entity", bool isFixed = false) { Name = name; IsFixed = isFixed; SetPosition(Vector3.zero); EntityAI = new EntityAI(this, combatAI, taskAI); Inventory = new Inventory(); CombatManager = new EntityCombatManager(this); SkillTree = new SkillTree(); MovementData = movementData; }
public Entity(EntityCombatAI combatAI, EntityTaskAI taskAI, EntityMovementData movementData, string name = "un-named_entity", bool isFixed = false) { Name = name; IsFixed = isFixed; // MoveEntity(Vector3.zero); Debug.Log("Base entity created"); EntityAI = new EntityAI(this, combatAI, taskAI); Inventory = new Inventory(); CombatManager = new EntityCombatManager(this); SkillTree = new SkillTree(); MovementData = movementData; CurrentSubworldID = -1; IsAlive = true; }
public DungeonBoss(EntityCombatAI combatAI, EntityTaskAI taskAI, EntityMovementData movementData = default(EntityMovementData), string name = "un-named_entity", bool isFixed = false) : base(combatAI, taskAI, movementData, name, isFixed) { }
public HumanoidEntity(EntityCombatAI combatAI, EntityTaskAI taskAI, EntityMovementData movementData, string name = "un-named_entity", bool isFixed = false) : base(combatAI, taskAI, movementData, name, isFixed) { EquiptmentManager = new EquiptmentManager(this); }
public EntityPath EntityPath; //TODO - change back to private public EntityAI(Entity entity, EntityCombatAI combatAI, EntityTaskAI taskAI) { Entity = entity; CombatAI = combatAI; TaskAI = taskAI; }