public override bool Proc(IAIProc theOwner) { return(theOwner.CheckIsInStrategy(this.strategyID, this.isTrue)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveAround(this.random, this.time)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.ChangeAction(actStr)); }
public override bool Condition(IAIProc theOwner) { return(theOwner.CheckRandom(mRandom)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.StareBlanklyInThinkCount(this.thinkCount)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.CheckTargetDistanceBySkillIndex(this.nSkill)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.SetTargetFromLockOnTargetBySkillIndex(this.skillIndex, TargetRangeType.SkillRange, this.isUseRushDistance)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToSkillEdgeBySkillIndex(this.skill)); }
public override bool Proc(IAIProc theOwner) { return(base.Proc(theOwner)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.PackTryToCastSkillBySkillIndex(this.skillIndex, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToPoint(this.x, this.z, this.range)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.PackTryToCastSkillBySkillTypeAndLockOnTarget(this.skillType, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToEffectOutside(this.thinkCount)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.PackTryToPressIcon(this.icon, this.count, this.interval, this.random, this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator, (!this.isUseRange) ? TargetRangeType.World : TargetRangeType.SkillRange)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.StopMoveTo()); }
public override bool Condition(IAIProc theOwner) { return(theOwner.TooFarFollowTarget()); }
public override bool Proc(IAIProc theOwner) { return(!theOwner.CheckOwnerContainBuffID(this.buffID)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.CheckDistanceBetweenOwnerAndTarget(this.fDis)); }
public override bool Proc(IAIProc theOwner) { return(false); }
public override bool Proc(IAIProc theOwner) { return(theOwner.TurnToRandomDir(this.angle1, this.angle2)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.PackTryToMoveToTargetBySkillIndex(this.skillIndex, this.random, (!this.isUseRange) ? TargetRangeType.World : TargetRangeType.SkillRange)); }
public override bool Proc(IAIProc theOwner) { return(this.child.Proc(theOwner)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.CheckTargetDistance(this.comparisonOperator1, this.range1, this.comparisonOperator2, this.range2, this.logicalOperator)); }
public abstract bool Proc(IAIProc theOwner);
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToAttackTarget()); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToPoint(x, z, range)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveByForwardInThinkCount(thinkCount)); }
public override bool Proc(IAIProc theOwner) { return(theOwner.MoveToCurrentBatchPoint()); }
public override bool Condition(IAIProc theOwner) { return(theOwner.FindAttackTarget()); }
public override bool Condition(IAIProc theOwner) { return(theOwner.CheckSelf()); }