public override void Initialize(Unit_AI unit) { base.Initialize(unit); Unit.PF.nodeParent = PF_Master.Instance.GetNearestNode(unit.transform.position); Prop.attackDelay_cur = 2.0f; Prop.attackDelay_val = 2.0f; }
public virtual void Initialize(Unit_AI unit) { if (isInitialized == true) { Debug.Log($"You cannot initialize {nameof(AI_Brain)} twice."); return; } Unit = unit; data = new Data(Unit); isInitialized = true; }
public Data(Unit_AI myself) { Myself = myself; Player = GameManager.Player; PlayerParams = Player.UnitAnimator.Params; unitpf = myself.PF; idlePosition = myself.transform.position; Player.CombatHandler.AttackHandler.OnAttackAnimationStarted.AddListener(SetOnAttackAnimationStartedTrue); Player.CombatHandler.AttackHandler.OnConsecutiveAttack.AddListener(SetOnAttackAnimationStartedTrue); Params = myself.UnitAnimator.Params; }
public void attack(Collider2D[] Units) { foreach (Collider2D col in Units) { Unit_AI u = col.gameObject.GetComponent <Unit_AI> (); if (u == null) { Debug.Log("Unit is null"); return; } u.health -= power; // u.fallback (); } }