public AIState(Character owningCharacter, CharacterAIController aiController) { Character = owningCharacter; AIController = aiController; /* Settting up the mask so that it hits everything BUT things in the enemy layer. This is needed so that the raycast * won't hit the character casting it. Note, for better or worse, this will have the side effect of making the raycast * avoid all enemies, not just this one. */ visibilityCheckRayMask = ~LayerMask.GetMask("Enemy"); }
public FindTargetAIState(Character owningCharacter, CharacterAIController aiController) : base(owningCharacter, aiController) { }
public AttackAIState(Character owningCharacter, CharacterAIController aiController) : base(owningCharacter, aiController) { }