public AiMovement(PlayerAiBrain pBrain, Player pPlayer) : base(pBrain, pPlayer) { //seems to assign player.transform.position instead of playerPosition? //seems better without it //moveTarget = playerPosition; Debug.Log($"{player} move init"); if (AstarAdapter.isInited) { astar = new Astar(AstarAdapter.grid); } else { AstarAdapter.OnInited += () => astar = new Astar(AstarAdapter.grid); } }
public AiMapItem(PlayerAiBrain pBrain, Player pPlayer) : base(pBrain, pPlayer, EAiGoal.PickupItem) { }
public AiDebug(PlayerAiBrain pBrain, Player pPlayer) : base(pBrain, pPlayer, EAiGoal.Debug) { }
public AiGoalController(PlayerAiBrain pBrain, Player pPlayer, EAiGoal pGoal) : base(pBrain, pPlayer) { goal = pGoal; }
public AiEvade(PlayerAiBrain pBrain, Player pPlayer) : base(pBrain, pPlayer, EAiGoal.Evade) { }
public AiShoot(PlayerAiBrain pBrain, Player pPlayer) : base(pBrain, pPlayer, EAiGoal.Shoot) { myBasicWeapon = Brainiacs.Instance.ItemManager.GetHeroBasicWeaponConfig(player.InitInfo.Hero).Id; mySpecialWeapon = Brainiacs.Instance.ItemManager.GetHeroSpecialWeaponConfig(player.InitInfo.Hero).Id; }
public AiController(PlayerAiBrain pBrain, Player pPlayer) { player = pPlayer; brain = pBrain; }