Obsolete many AI classes in preparation for rewrite
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Assets/Scenes/NewBehaviourSystemTestingSceneDeleteThis.unity
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107313
Assets/Scenes/NewBehaviourSystemTestingSceneDeleteThis.unity
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@ -1,9 +1,9 @@
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using System;
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using UnityEngine;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI {
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[Serializable]
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[Obsolete]
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public class BehaviourBranch : BehaviourNode {
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public Trigger Trigger;
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// FIXME: Change these from arrays to just single ones
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@ -1,9 +1,9 @@
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using System;
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using UnityEngine;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI {
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[Serializable]
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[Obsolete]
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public class BehaviourLeaf : BehaviourNode {
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public AIBehaviour[] Behaviours;
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public bool IsLeaf { get { return Behaviours.Length > 0; } }
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@ -4,6 +4,7 @@ using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI {
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[Serializable]
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[Obsolete]
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public abstract class BehaviourNode : MonoBehaviour {
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/* Returns true if any action was taken. */
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public abstract bool Execute(Enemy subject);
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@ -1,6 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Saltosion.OneWeapon.Player;
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using Saltosion.OneWeapon.Enemies;
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@ -1,7 +1,8 @@
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using System;
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using UnityEngine;
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using Saltosion.OneWeapon.AI;
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namespace Saltosion.OneWeapon.AI {
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[Obsolete]
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[RequireComponent(typeof(AI.Behaviours.Follow), typeof(AI.Triggers.EnemySighted))]
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public class EnemyFollower : MonoBehaviour {
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public AI.Behaviours.Follow Follow;
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@ -1,8 +1,9 @@
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using System;
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using UnityEngine;
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using Saltosion.OneWeapon.AI;
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namespace Saltosion.OneWeapon.AI {
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[RequireComponent(typeof(AI.Behaviours.Follow), typeof(AI.Triggers.PlayerSighted))]
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[Obsolete]
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public class PlayerFollower : MonoBehaviour {
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public AI.Behaviours.Follow Follow;
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public AI.Triggers.PlayerSighted PlayerSighted;
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@ -1,4 +1,3 @@
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using UnityEngine;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Enemies;
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