private void Transit_OO() { Cur_State = StrState.OO; switch (Team_State) { case TeamState.LL: { if (Play_Style == AIStyle.OFFENSIVE) { FindKill_Enemy(); } else { FindRevive_Teammate(); } } break; case TeamState.LM: { FindRevive_Teammate(); } break; case TeamState.ML: case TeamState.MM: { FindKill_Enemy(); } break; } }
private void Transit_XO() { Cur_State = StrState.XO; if (bot_area != Bot_Area.INGAME) { return; } if (assigned_respawn != -1) { return; // 먹으러 가던 공이 있으면 먹으러 감 } switch (Team_State) { case TeamState.LL: case TeamState.LM: { if (Play_Style == AIStyle.OFFENSIVE) { Patrol_Obs(); } else { Hide_ToObs(); } } break; case TeamState.ML: case TeamState.MM: { if (Play_Style == AIStyle.OFFENSIVE) { if (exist_prisoner(false)) // exist enemy prisoner { FindBot_Disturb_Revive(); } else { Patrol_Obs(); } } else { Patrol_Obs(); } } break; } }
private void Transit_XX() { Cur_State = StrState.XX; if (bot_area != Bot_Area.INGAME) { return; } if (assigned_respawn != -1) { return; } switch (Play_Style) { case AIStyle.OFFENSIVE: Patrol_Respawn(); break; case AIStyle.DEFENSIVE: Hide_ToObs(); break; } }