protected override void Start() { base.Start(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); m_state = m_prevState = MOVE_State.IDLE_STATE; info = GetComponent <HeroInfo>(); prevMousePos = currMousePos = Input.mousePosition.x; currentRot = transform.rotation.eulerAngles.y; SprintingAbility = false; agent.angularSpeed = 0.0f; }
private void SetState(MOVE_State _state) { switch (_state) { case MOVE_State.COMBAT_STATE: case MOVE_State.ENGAGE_STATE: case MOVE_State.DISENGAGE_STATE: m_state = _state; break; default: m_prevState = m_state; m_state = _state; break; } }