public override async Task BuildAsync() { HitAction = await GetBehavior("hit_action"); HitActionEnemy = await GetBehavior("hit_action_enemy"); HitActionFaction = await GetBehavior("hit_action_faction"); }
public override async Task BuildAsync() { CheckEnvironment = (await GetParameter("check_env"))?.Value > 0; Blocked = await GetParameter("blocked action") != default; ActionBehavior = await GetBehavior("action"); BlockedBehavior = await GetBehavior("blocked action"); MissBehavior = await GetBehavior("miss action"); }
public override async Task BuildAsync() { Action = await GetBehavior("action"); ActionFalse = await GetBehavior("action_false"); ActionTrue = await GetBehavior("action_true"); Imagination = await GetParameter <int>("imagination"); IsEnemyFaction = (await GetParameter("isEnemyFaction"))?.Value > 0; }
public override async Task BuildAsync() { GroundBehavior = await GetBehavior("ground_action"); JumpBehavior = await GetBehavior("jump_action"); FallingBehavior = await GetBehavior("falling_action"); DoubleJumpBehavior = await GetBehavior("double_jump_action"); JetpackBehavior = await GetBehavior("ground_action"); }
public override async Task BuildAsync() { Action = await GetBehavior("action"); var delay = await GetParameter("delay"); if (delay.Value == null) { return; } Delay = (int)(delay.Value * 1000); }
public override async Task BuildAsync() { Lot = await GetParameter <int>("LOT_ID"); Distance = await GetParameter <float>("distance"); ObjectRadius = await GetParameter <float>("objectRadius"); Offset = new Vector3 { X = await GetParameter <float>("offsetX"), Y = await GetParameter <float>("offsetY"), Z = await GetParameter <float>("offsetZ") }; RepositionPlayer = await GetParameter <float>("repositionPlayer"); SpawnFailAction = await GetBehavior("spawn_fail_action"); }
public override async Task BuildAsync() { OnSuccess = await GetBehavior("on_success"); }
public override async Task BuildAsync() { Action = await GetBehavior("action"); }