public Defensive(NPC actor) : base(actor) { this.owner = actor; block = new Block(owner); }
public Action(NPC actor) { this.owner = actor; }
public Attack(NPC actor) : base(actor) { this.owner = actor; //pattern = AttackPattern.GetPattern(Mathf.FloorToInt(Random.value * 3f), owner.domhandpos, owner.weapon.target.localRotation.eulerAngles); pattern = AttackPattern.GetPattern(AttackPattern.TOP_DOWN, owner.domhandpos, owner.weapon.target.localRotation.eulerAngles); // Using this for now since others aren't done }
public Block(NPC actor) : base(actor) { this.owner = actor; }
public Offensive(NPC actor) : base(actor) { this.owner = actor; }
public AITactics(NPC actor) { this.owner = actor; }
public Tactic(NPC actor) { this.owner = actor; }