protected override void Think() { if (TileUtils.AI_CircleFind(currentTile, 1)) { currentActionList = attackList; } else { currentActionList = moveList; } }
protected override void Think() { if (isSecondPhase) { if (currentHp < frontHp) { currentActionList = SpawnEliteList; } else if (TileUtils.AI_CircleFind(currentTile, 2)) { currentActionList = WideAttackList; } else { currentActionList = MoveList; } } else { if (currentHp <= FullHp / 2) { currentActionList = changePhaseList; } else { if (TileUtils.AI_CrossFind(currentTile, 2)) { currentActionList = MeleeAttackList; } else if (currentRoom.enemyList.Count >= 2) { currentActionList = WebAttackList; } else { currentActionList = SpawnList; } } } frontHp = currentHp; }