示例#1
0
    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;
        }
    }
示例#2
0
    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;
        }
    }
示例#3
0
    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;
        }
    }
示例#4
0
 /// <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);
 }
示例#5
0
 /// <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);
 }
示例#6
0
 public override void OnChildTriggerStay(AITriggerType type, Collider other)
 {
     base.OnChildTriggerStay(type, other);
 }
示例#7
0
 public virtual void OnChildTriggerExit(AITriggerType type, Collider other)
 {
 }