protected override void UseAction(Action _action, float _time) { switch (_action.Type) { case ActionType.BSeekAndShoot: _currentBehavior = _action.Behavior; break; case ActionType.BSeekAndShootUnset: _currentBehavior = null; break; case ActionType.SawPlayer: SawPlayer(_action.Combat); break; case ActionType.Alert: Alert(_action); break; case ActionType.UnAlert: UnAlert(_action); break; case ActionType.Die: UnloadAll(); _isDead = true; break; case ActionType.Activate: Activate(_action); break; case ActionType.Deactivate: Deactivate(_action); break; } if (_currentBehavior != null) { SetAction(_currentBehavior.UseAction(_action)); } base.UseAction(_action, _time); }