public BaseBehaviour(EnemyObj enemy, BaseAICtrler ctrler) { _Actor = enemy; _AICtrler = ctrler; _ActionCtrler = _Actor.ActionCtrl; _Inited = false; }
public CruiseBehaviour(EnemyObj enemy, BaseAICtrler ctrler, Vector2 target) : base(enemy, ctrler) { _Target = target; }
// Use this for initialization public NormalBehaviour(EnemyObj enemy, BaseAICtrler ctrler, float continueTime) : base(enemy, ctrler) { _ContinueTime = continueTime; }
// Use this for initialization public AttackBehaviour(EnemyObj enemy, BaseAICtrler ctrler, string setParam) : base(enemy, ctrler) { TriggerName = setParam; }
public GuardBehaviour(EnemyObj enemyObj, BaseAICtrler aiCtrler, float time) : base(enemyObj, aiCtrler) { _Time = time; }
public ChasingBehaviour(EnemyObj Enemy, BaseAICtrler ctrler, float distance, float limitTime = -1) : base(Enemy, ctrler) { ChasingAction = Enemy.ActionCtrl.CurAction; _Distacnce = distance; _LimitTime = limitTime; }
public RunToBehaviour(EnemyObj enemy, BaseAICtrler ctrler, float distance, string paramName = "QuickRun", Action endFunc = null) : base(enemy, ctrler) { _EndFunc = endFunc; _TargetDistance = distance; _ParamName = paramName; }