namespace Invector.vCharacterController.AI.FSMBehaviour { #if UNITY_EDITOR [vFSMHelpbox("Requires a AICompanion attached to your AI Controller - Use it to make the AI go to your Friend position", UnityEditor.MessageType.Info)] #endif public class vGoToFriend : vStateAction { public override string categoryName { get { return "Movement/"; } } public override string defaultName { get { return "Go To Friend(Companion AI)"; } } public vAIMovementSpeed speed = vAIMovementSpeed.Running; public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate) { if (fsmBehaviour.aiController.HasComponent()) { MoveToFriendPosition(fsmBehaviour.aiController.GetAIComponent()); } } public virtual void MoveToFriendPosition(vAICompanion aICompanion) { if (aICompanion) { aICompanion.GoToFriend(speed); } } } }