Свойство | Type | Description | |
---|---|---|---|
FOLLOW | byte |
Свойство | Type | Description | |
---|---|---|---|
ATTACK | byte | ||
INJURED | byte | ||
STATE_IDLE | byte | ||
SelObj | BaseObject | ||
TargetObj | BaseObject | ||
mAiInfo |
Méthode | Description | |
---|---|---|
BaseAI ( ) : System | ||
Die ( ) : void | ||
FollowTarget ( ) : void | ||
GetTargetObject ( ) : BaseObject | ||
Init ( BaseObject obj = null, int nAi_Id = Define.AI_TYPE_MELEE ) : void | ||
Injured ( BaseObject attackobj ) : void | ||
Run ( ) : void | ||
SetAttackTarget ( BaseObject obj ) : void |
Méthode | Description | |
---|---|---|
ActiveAttackPlay ( ) : void |
public Init ( BaseObject obj = null, int nAi_Id = Define.AI_TYPE_MELEE ) : void | ||
obj | BaseObject | |
nAi_Id | int | |
Résultat | void |
public Injured ( BaseObject attackobj ) : void | ||
attackobj | BaseObject | |
Résultat | void |
public SetAttackTarget ( BaseObject obj ) : void | ||
obj | BaseObject | |
Résultat | void |