/* * Update * * Purpose: This updates the object; it updates the AIBehavior first, then it executes * each of the other EnemyBehaviors. */ public override void Update() { base.Update(); // All of our components define the behavior for this specefic enemy // so, we just call the components, and they do what is needed // The specefic order is such that the AIcomponent can made a decision // on what to do, then each of the additional components can act based on that position. // The AI comp. has to act first and make a decision intelComponent.Act(); foreach (EnemyBehavior component in enemyComponents) { component.Act(); } }