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using UnityEngine; | ||
using YNL.Extensions.Methods; | ||
using YNL.Utilities.Addons; | ||
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#if true | ||
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namespace YNL.SimpleAISystem | ||
{ | ||
public class AIActionTest: AIAction | ||
{ | ||
public AIActionTest() : base(null) { } | ||
public AIActionTest(AIController controller) : base(controller) { } | ||
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private Rigidbody _rigidbody; | ||
public int Distance; | ||
public KeyCode KeyCode; | ||
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public override void Initialize(AIController controller) | ||
{ | ||
base.Initialize(controller); | ||
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//_rigidbody = controller.Root.GetComponent<Rigidbody>(); | ||
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//MDebug.Log("ASDASDASD"); | ||
} | ||
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public override void Convert(SerializableDictionary<string, string> properties) | ||
{ | ||
Distance = int.Parse(properties["Distance"]); | ||
KeyCode = MEnum.Parse<KeyCode>(properties["KeyCode"]); | ||
} | ||
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public override void DoAction() | ||
{ | ||
// Perform the actions | ||
} | ||
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public override void OnEnterState() | ||
{ | ||
// Do something when entering the state | ||
} | ||
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public override void OnExitState() | ||
{ | ||
// Do something when exiting the state | ||
} | ||
} | ||
} | ||
#endif |
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