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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Brains.Framework.Behaviors;
using Microsoft.Xna.Framework;
namespace AIDemos.GameClasses.Behaviors.Conditions
{
[Brains.Framework.Designer.Behavior("EnemyNearby")]
public class EnemyNearby:ConditionBehavior
{
public EnemyNearby()
{
}
public override void Update(GameTime gameTime)
{
float viewdistance = 100;
foreach (var item in Owner.ParentWorld.Actors)
{
if (item == Owner)
continue;
float dist = Vector2.Distance(Owner.Position, item.Position);
if (dist < viewdistance)
{
if (ConditionCheck)
{
((Soldier)Owner).Target = item;
State = BehaviorState.Success;
return;
}
else
{
State = BehaviorState.Failed;
return;
}
}
}
if (ConditionCheck)
State = BehaviorState.Failed;
else
State = BehaviorState.Success;
}
}
} |