public void HardReset(RANK_TYPE _type = RANK_TYPE.NORMAL) { base.HardReset(); base.Awake(); ClearAITask(); SetResistanceType(Attack_Defence_Type.SLASH); SetAttackType(Attack_Defence_Type.BLUNT); SetRankType(_type); F_MaxHP = 50; F_HP = F_MaxHP; F_speed = 0.5f; F_defence = 50.0f; F_damage = 30.0f; F_rolling_speed = 1.0f; F_mass = 2.0f; F_attack_speed = 0.5f; F_totalAnimationLength = 0.9f; F_defaultAnimationSpeed = 1.0f; B_isHit = false; B_isGrounded = false; RegisterAITask(new AIAttackMelee(1, this, typeof(EntityPlayer), 2.0f)); RegisterAITask(new AIDodge(0, this, typeof(EntityPlayer), 3.0f, 40)); RegisterAITask(new AIChaseTarget(1, this, typeof(EntityPlayer), 20.0f)); RegisterAITask(new AIRoam(3, this, 5.0f)); if (GetRankType() == RANK_TYPE.ELITE) { RegisterAITask(new AIDodge(0, this, typeof(EntityPlayer), 3.0f, 80)); } S_name = "Berserker"; }
public void SetRankType(RANK_TYPE _type) { m_ranktype = _type; }