override public void EnterState() { Bhv_HoldPosition hP = stateMachine.gameObject.AddComponent <Bhv_HoldPosition>(); hP.position = stateMachine.transform.position; Bhv_LookAt look = stateMachine.gameObject.AddComponent <Bhv_LookAt>(); look.target = target; look.rightOrientated = true; }
override public void EnterState() { Bhv_Flee flee = stateMachine.gameObject.AddComponent <Bhv_Flee>(); flee.threat = target; flee.speed = stateMachine.runSpeed; flee.maxDistance = stateMachine.attackDistance; Bhv_LookAt look = stateMachine.gameObject.AddComponent <Bhv_LookAt>(); look.target = target; look.rightOrientated = true; }
override public void EnterState() { currentWayPoint = 0; wP = stateMachine.wayPoints[currentWayPoint]; up = true; seek = stateMachine.gameObject.AddComponent <Bhv_Seek>(); seek.target = wP; seek.speed = stateMachine.patrolSpeed; look = stateMachine.gameObject.AddComponent <Bhv_LookAt>(); look.target = wP; look.rightOrientated = true; }
override public void EnterState() { Bhv_Seek seek = stateMachine.gameObject.AddComponent <Bhv_Seek>(); seek.target = target; seek.speed = stateMachine.runSpeed; Bhv_LookAt look = stateMachine.gameObject.AddComponent <Bhv_LookAt>(); look.target = target; look.rightOrientated = true; stateMachine.StartCoroutine(RayCastCoRoutine()); }