override public void Run() { Vehicle enemy = Scene.GetInstance().auto; Quadrant quadrant = GetCuadrante(enemy.GetPosition()); quadrant.Execute(); }
override public void Run() { Section mySection = Scene.GetInstance().VehicleUbication(AI); Section targetSection = Scene.GetInstance().VehicleUbication(Scene.GetInstance().auto); List <TypeOfPortal> portals = mySection.GetPortalsThatGoTo(targetSection); TypeOfPortal portal = this.SelectTheNearest(portals); Quadrant quadrant = this.GetCuadrante(portal.GetPosition()); quadrant.Execute(); }
override public void Run() { List <Life> lifes = Scene.GetInstance().GetLifes(this.AI); if (lifes.Count == 0) { AI.ChangeState(new GoToAnotherSection(AI)); AI.aiState.Run(); return; } Life life = this.SelectTheNearest(lifes); Quadrant quadrant = GetCuadrante(life.GetPosition()); quadrant.Execute(); }
override public void Run() { List <Weapon> weapons = Scene.GetInstance().GetWeapons(this.AI); if (weapons.Count == 0) { AI.ChangeState(new GoToAnotherSection(AI)); AI.aiState.Run(); return; } Weapon weapon = this.SelectTheNearest(weapons); Quadrant quadrant = this.GetCuadrante(weapon.GetPosition()); quadrant.Execute(); }