public void PickUp(GameObject obj) { if (aiMovementLogic.MoveTo(obj.transform.position)) { aiMapLogic.LookAroundYourself(); } }
public void UpdatePriorities() { //set kill priorities only when you can shoot if (aiBase.hitPoints > 0) { SetDeathPriority(0); } if (aiWeaponLogic.CheckAmmo()) { SetKillPriorities(); } //register incoming bullets, powerups,... aiMapLogic.LookAroundYourself(); SetPowerUpsPriority(); SetWeaponsItemPriority(); if (aiBase.aiAvoidBulletLogic.bulletIncoming) { SetAvoidBulletPriority(100); } if (aiBase.hitPoints <= 0) { SetDeathPriority(666); } //debuggig - just stand //standPriority = 666; //PrintPriorities(); }