public Attack(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; target = tacticalControl.Target; controller.executeBlock(false); controller.EnableWeapon += setMinWeaponRange; }
public Block(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; target = tacticalControl.Target; enemyController = tacticalControl.analyzer.enemy; enemyController.EnableWeapon += EnemyOffensiveActionStart; enemyController.SwingFinished += EnemyOffensiveActionEnd; timeToAttackTransition = (float)MeleeController.r.NextDouble() * maxTimeToAttackTransition; }
public Pursuit(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; }
public Surround(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; g = GameObject.Find("TAG"); }
public Death(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; }
public RunTest(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; }
public Idle(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; }
public Standoff(AIController controller) { this.controller = controller; tacticalControl = controller.TacticalControl; }