public NPCAttacker(SceneNPC awholeNPC) { _wholeNPC = awholeNPC; IsAttacking = false; _firstUpdate = true; _weapon = _wholeNPC.GetComponentInChildren <SceneWeapon>(); }
public NPCMover(SceneNPC awholeNPC, UnitPathfinder aPathFinder, CorvoPathFinder aCorvoPathFinder) { _distanceCalcTimer = 0; _walkTarget = Vector3.zero; _isWalkTargetSet = false; _lookDirection = Quaternion.identity; pathFinder = aPathFinder; corvoPathFinder = aCorvoPathFinder; _firstUpdate = true; _wholeNPC = awholeNPC; }
public NPCAI(string aType, LivingCharacter aCharacter, SceneNPC aSceneNPC, NPCMover aMover, NPCAttacker anAttacker) { Config = FPPGame.FPPGameModuleManager.Instance.FindEnemyData(aType); _character = aCharacter; _thinkingTimer = 0; _bodyStayTimer = 0; _firstUpdate = true; _sceneNPC = aSceneNPC; _attacker = anAttacker; _mover = aMover; try { CurrentAttidude = (Attidude)Enum.Parse(typeof(Attidude), (string)Config["baseAttidude"]); } catch (Exception) { CurrentAttidude = Attidude.Neutral; } }