// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (animatorFSM == null)
        {
            animatorFSM = animator.GetComponent <AnimatorFSM>();
        }

        switch (animatorFSM.GetRobotState())
        {
        case AnimatorFSM.RobotStates.Idle:
            animator.SetTrigger(animator_IdleTrigger);

            break;

        case AnimatorFSM.RobotStates.Patrol:
            animator.SetTrigger(animator_PatrolTrigger);

            break;

        case AnimatorFSM.RobotStates.Chase:
            animator.SetTrigger(animator_ChaseTrigger);

            break;

        case AnimatorFSM.RobotStates.Attack:
            animator.SetTrigger(animator_AttackTrigger);

            break;
        }
    }
Beispiel #2
0
    private void UpdateUI()
    {
        if (fsm.GetRobotState() == AnimatorFSM.RobotStates.Idle)
        {
            StartTimer();
        }
        else
        {
            StopTimer();
        }

        stateText.text = fsm.GetRobotState().ToString();

        distanceDropdown.SetValueWithoutNotify((int)fsm.GetRobotToPlayerDistance());

        idlePauseTimeInputField.text = fsm.GetIdlePauseTime().ToString();

        reachedPatrolPointToggle.SetIsOnWithoutNotify(fsm.GetPatrolReachedPoint());

        canSeePlayerToggle.SetIsOnWithoutNotify(fsm.GetPlayerVisibility());
        playerIsDeadToggle.SetIsOnWithoutNotify(fsm.GetPlayerStatus());
    }