public void OnGroupChange(AIGroup newGroup) { //if (newGroup != null) //{ // // now in new/different group // DefaultState = newGroup.DefaultState; // EnterDefaultState(); //} //else //{ // // left Group // DefaultState = DefaultBrainState; // if (m_currentAction != null && m_currentAction.IsGroupAction) // { // m_currentAction.Stop(); // EnterDefaultState(); // } //} }
public override NPC SpawnMinion(NPCEntry entry, ref Vector3 position, int durationMillis) { var minion = base.SpawnMinion(entry, ref position, durationMillis); if (Group == null) { Group = new AIGroup(this); } Group.Add(minion); return minion; }
public void OnGroupChange(AIGroup newGroup) { if (newGroup != null) { // now in new/different group DefaultState = newGroup.DefaultState; EnterDefaultState(); } else { // left Group DefaultState = DefaultBrainState; if (m_currentAction.IsGroupAction) { m_currentAction.Stop(); EnterDefaultState(); } } }