SanAndreasUnity/Assets/Scripts/Behaviours/PedAI/BaseState.cs

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using System;
using System.Collections.Generic;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Utilities;
namespace SanAndreasUnity.Behaviours.Peds.AI
{
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/// <summary>
/// Base class for all ped AI states.
/// </summary>
public abstract class BaseState : IState
{
protected PedAI _pedAI { get; private set; }
protected Ped _ped => _pedAI.MyPed;
protected Ped MyPed => _pedAI.MyPed;
protected List<Ped> _enemyPeds => _pedAI.EnemyPeds;
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public object ParameterForEnteringState { get; set; }
public float LastTimeWhenActivated { get; set; } = 0f;
public float LastTimeWhenDeactivated { get; set; } = 0f;
protected internal virtual void OnAwake(PedAI pedAI)
{
_pedAI = pedAI;
}
public virtual void OnBecameActive()
{
}
public virtual void OnBecameInactive()
{
}
public bool RepresentsState(Type type)
{
throw new NotSupportedException();
}
public bool RepresentsState<T>() where T : IState
{
throw new NotSupportedException();
}
public virtual void UpdateState()
{
}
public virtual void LateUpdateState()
{
}
public virtual void FixedUpdateState()
{
}
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public virtual void UpdateState2Seconds()
{
}
protected internal virtual void OnMyPedDamaged(DamageInfo dmgInfo, Ped.DamageResult dmgResult)
{
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Ped attackerPed = dmgInfo.GetAttackerPed();
if (attackerPed != null)
_enemyPeds.AddIfNotPresent(attackerPed);
}
protected internal virtual void OnOtherPedDamaged(Ped damagedPed, DamageInfo dmgInfo, Ped.DamageResult dmgResult)
{
}
protected internal virtual void OnVehicleDamaged(Vehicle vehicle, DamageInfo damageInfo)
{
}
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protected internal virtual void OnRecruit(Ped recruiterPed)
{
}
protected internal virtual void OnDrawGizmosSelected()
{
}
}
}