| | | 1 | | using UnityEngine; |
| | | 2 | | |
| | | 3 | | public abstract class AttackBehavior { |
| | | 4 | | private Configs.AttackBehaviorConfig _config; |
| | | 5 | | |
| | | 6 | | public string Name { |
| | 3 | 7 | | get { return _config.Name; } |
| | | 8 | | } |
| | | 9 | | |
| | | 10 | | public Configs.AttackType Type { |
| | 3 | 11 | | get { return _config.Type; } |
| | | 12 | | } |
| | | 13 | | |
| | | 14 | | public FlightPlan FlightPlan { |
| | 174 | 15 | | get { return new FlightPlan(_config.FlightPlan); } |
| | | 16 | | } |
| | | 17 | | |
| | 34 | 18 | | public AttackBehavior(Configs.AttackBehaviorConfig config) { |
| | 17 | 19 | | _config = config; |
| | 17 | 20 | | } |
| | | 21 | | |
| | | 22 | | // Return the next waypoint for the threat to navigate to and the power setting to use towards the |
| | | 23 | | // waypoint. |
| | | 24 | | public abstract (Vector3 waypointPosition, Configs.Power power) |
| | | 25 | | GetNextWaypoint(Vector3 currentPosition, Vector3 targetPosition); |
| | | 26 | | } |