示例#1
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 public override void Act(EnemyAI enemyAI)
 {
     Attack(enemyAI);
 }
示例#2
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        IEnumerator MoveAndAttack(EnemyAI enemy)
        {
            yield return(StartCoroutine(MoveToTarget(enemy.gameObject)));

            weaponSystem.AttackTarget(enemy.gameObject);
        }
示例#3
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        IEnumerator MoveAndAbility(EnemyAI target)
        {
            yield return(StartCoroutine(MoveToTarget(target)));

            specialAbilities.AttemptSpecialAbility(0, target.gameObject);
        }
示例#4
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 public void UpdateState(EnemyAI enemyAI)
 {
     DoActions(enemyAI);
     CheckTransitions(enemyAI);
 }
示例#5
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 public abstract void Act(EnemyAI enemyAI);
示例#6
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 public override void Act(EnemyAI enemyAI)
 {
     Patrol(enemyAI);
 }
示例#7
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        private IEnumerator MoveAndPowerAttack(EnemyAI enemy)
        {
            yield return(StartCoroutine(MoveToEnemy(enemy)));

            abilities.UseSpecialAbilty(0, enemy.gameObject);
        }
示例#8
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        IEnumerator MoveAndAttack(EnemyAI target)
        {
            yield return(StartCoroutine(MoveAndTarget(target)));

            weaponSystem.Attack(target.gameObject);
        }
示例#9
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        bool IsTargetInRange(EnemyAI target)
        {
            float distanceToTarget = (target.transform.position - transform.position).magnitude;

            return(distanceToTarget <= weaponSystem.GetWeaponConfig().GetMaxAttackRange());
        }
示例#10
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        private bool IsEnemyInRange(EnemyAI enemy)
        {
            float distanceToTarget = (enemy.transform.position - transform.position).magnitude;

            return(distanceToTarget <= weponSystem.GetCurrentWepon().GetMaxAttackRange());
        }
示例#11
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        IEnumerator MoveAndPowerAttack(EnemyAI target)
        {
            yield return(StartCoroutine(MoveToTarget(target)));

            specialAbilities.AttemptSpecialAbility(currentAbilityIndex, target.gameObject);
        }
示例#12
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 public override void Act(EnemyAI enemyAI)
 {
     Chase(enemyAI);
 }
示例#13
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        IEnumerator MoveAndPowerAttack(EnemyAI target)
        {
            yield return(StartCoroutine(MoveAndTarget(target)));

            abilities.AttemptSpecialAbility(2, target.gameObject);
        }
示例#14
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        IEnumerator MoveAndPowerAttack(EnemyAI enemy)
        {
            yield return(StartCoroutine(MoveToTarget(enemy.gameObject)));

            abilities.AttemptSpecialAbility(0, enemy.gameObject);
        }
示例#15
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 private void Start()
 {
     enemyAI = GetComponent <EnemyAI>();
 }
示例#16
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 public abstract bool Decide(EnemyAI enemyAI);
示例#17
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 // Use this for initialization
 void Start()
 {
     enemy             = GetComponentInParent <EnemyAI>(); // Different to way player's health bar finds player
     healthBarRawImage = GetComponent <RawImage>();
 }