public override void OnChildTriggerExit(AITriggerType type, Collider other) { switch (type) { case AITriggerType.DetectBox: isCanMove = true; break; case AITriggerType.Bullet: break; case AITriggerType.Temp: break; default: break; } }
public override void OnChildTriggerStay(AITriggerType type, Collider other) { switch (type) { case AITriggerType.DetectBox: StartCoroutine(SpecialAttack()); break; case AITriggerType.Bullet: Damaged(other.GetComponent <Bullet>().Damage); break; case AITriggerType.Temp: break; default: break; } }
public override void OnChildTriggerEnter(AITriggerType type, Collider other) { switch (type) { case AITriggerType.DetectBox: isCanMove = false; Attack(); break; case AITriggerType.Bullet: Damaged(other.GetComponent <Bullet>().Damage); break; case AITriggerType.Temp: break; default: break; } }
/// <summary> /// For non-player entities - accepts output "shown" to it by the parser as a result of commands and events /// </summary> /// <param name="input">the output strings</param> /// <param name="trigger">the methodology type (heard, seen, etc)</param> /// <returns></returns> public bool TriggerAIAction(IEnumerable <string> input, AITriggerType trigger = AITriggerType.Seen) { //TODO: Actual AI code return(true); }
/// <summary> /// For non-player entities - accepts output "shown" to it by the parser as a result of commands and events /// </summary> /// <param name="input">the output strings</param> /// <param name="trigger">the methodology type (heard, seen, etc)</param> /// <returns></returns> public bool TriggerAIAction(IEnumerable <string> input, AITriggerType trigger = AITriggerType.Seen) { return(true); }
public override void OnChildTriggerStay(AITriggerType type, Collider other) { base.OnChildTriggerStay(type, other); }
public virtual void OnChildTriggerExit(AITriggerType type, Collider other) { }