public override void OnGameTick(float deltaTime) { // AI is only running for active entities if (entity.State != EnumEntityState.Active) { return; } taskManager.OnGameTick(deltaTime); entity.World.FrameProfiler.Mark("entity-ai"); }
public override void OnGameTick(float deltaTime) { // AI is only running for active entities if (entity.State != EnumEntityState.Active || !entity.Alive) { return; } entity.World.FrameProfiler.Mark("ai-init"); PathTraverser.OnGameTick(deltaTime); entity.World.FrameProfiler.Mark("ai-pathfinding"); entity.World.FrameProfiler.Enter("ai-tasks"); TaskManager.OnGameTick(deltaTime); entity.World.FrameProfiler.Leave(); }