def enter(self): SuitPathBehavior.enter(self) self.closestToon = self.getClosestToon() if self.suit.getDistance( self.closestToon) <= self.RUNAWAY_SAFE_DISTANCE: self.createPath(durationFactor=self.RUNAWAY_SPEED, fromCurPos=True) self.isPanicked = True
def enter(self): SuitPathBehavior.enter(self) self.pickTarget() # Choose a distance that is good enough to attack this target. self.attackSafeDistance = random.uniform(5.0, 19.0) # Now, chase them down! self.fsm.request('pursue')
def enter(self): SuitPathBehavior.enter(self) self.pickTarget() self.attackSafeDistance = random.uniform(5.0, 19.0) self.fsm.request('pursue')
def enter(self): SuitPathBehavior.enter(self) # Let's start following the boss. self.fsm.request('follow')
def enter(self): SuitPathBehavior.enter(self) self.__updatePath() taskMgr.add(self.__followBoss, self.followBossTaskName)
def enter(self): SuitPathBehavior.enter(self) self.createPath(fromCurPos=True)
def enter(self): SuitPathBehavior.enter(self) self.fsm.request('follow')
def enter(self): SuitPathBehavior.enter(self) self.closestToon = self.getClosestToon() if self.suit.getDistance(self.closestToon) <= self.RUNAWAY_SAFE_DISTANCE: self.createPath(durationFactor=self.RUNAWAY_SPEED, fromCurPos=True) self.isPanicked = True
def enter(self): SuitPathBehavior.enter(self) self.createPath()