public void ChangeAIType( AIType NewAI )
{
if ( m_AI != null )
m_AI.m_Timer.Stop();
if( ForcedAI != null )
{
m_AI = ForcedAI;
return;
}
m_AI = null;
switch ( NewAI )
{
case AIType.AI_Melee:
m_AI = new MeleeAI(this);
break;
case AIType.AI_Animal:
m_AI = new AnimalAI(this);
break;
case AIType.AI_Berserk:
m_AI = new BerserkAI(this);
break;
case AIType.AI_Archer:
m_AI = new ArcherAI(this);
break;
case AIType.AI_Healer:
m_AI = new HealerAI(this);
break;
case AIType.AI_Vendor:
m_AI = new VendorAI(this);
break;
case AIType.AI_Mage:
m_AI = new MageAI(this);
break;
case AIType.AI_Predator:
//m_AI = new PredatorAI(this);
m_AI = new MeleeAI(this);
break;
case AIType.AI_Thief:
m_AI = new ThiefAI(this);
break;
}
}