public override void Simulate() { if (MyPerGameSettings.EnableAi) { // Pathfinding should be updated before the bots are simulated, so that the changes // in meshes and voxels are reflected in the new meshes if the bots want to do some pathfinding m_pathfinding.Update(); ProfilerShort.Begin("MyAIComponent.Simulate()"); base.Simulate(); m_behaviorTreeCollection.Update(); m_botCollection.Update(); ProfilerShort.End(); } }
public override void Simulate() { if (MyPerGameSettings.EnableAi) { // Pathfinding should be updated before the bots are simulated, so that the changes // in meshes and voxels are reflected in the new meshes if the bots want to do some pathfinding if (MyFakes.DEBUG_ONE_VOXEL_PATHFINDING_STEP_SETTING) { if (!MyFakes.DEBUG_ONE_VOXEL_PATHFINDING_STEP) { // voxel pathfinding step isn't allowed - it disables also other AI stuff return; } } else { if (MyFakes.DEBUG_ONE_AI_STEP_SETTING) { if (!MyFakes.DEBUG_ONE_AI_STEP) { // AI step isn't allowed return; } else { // disable next AI step - and do one MyFakes.DEBUG_ONE_AI_STEP = false; } } } m_pathfinding.Update(); ProfilerShort.Begin("MyAIComponent.Simulate()"); base.Simulate(); m_behaviorTreeCollection.Update(); m_botCollection.Update(); ProfilerShort.End(); } }