public PickupState(MapUnit unit, int x, int y) { Unit = unit; TargetX = x; TargetY = y; Walker = new UnitStateWalker(); }
public MoveState(MapUnit unit, int x, int y) { Unit = unit; WalkX = x; WalkY = y; LastBadPath = 0; LastGoodPath = MapLogic.Instance.LevelTime; Walker = new UnitStateWalker(); }
public CastState(MapUnit unit, Spell spell, MapUnit targetUnit) { Unit = unit; Spell = spell; TargetUnit = targetUnit; TargetX = TargetY = -1; Executed = false; IsAttack = Spell.IsAttackSpell(spell.SpellID); Walker = new UnitStateWalker(); }
public CastState(MapUnit unit, Spell spell, int targetX, int targetY) { Unit = unit; Spell = spell; TargetUnit = null; TargetX = targetX; TargetY = targetY; Executed = false; IsAttack = global::Spell.IsAttackSpell(spell.SpellID); Walker = new UnitStateWalker(); }
public UseStructureState(MapUnit unit, MapStructure s) { Unit = unit; Structure = s; Walker = new UnitStateWalker(); }
public AttackState(MapUnit unit, MapUnit targetUnit) { Unit = unit; TargetUnit = targetUnit; Walker = new UnitStateWalker(); }