private void LoadNewBarks(ReactiveBarkType reactiveBarkType, BarkEvent barkEvent)
 {
     foreach (BaseNavAi enemy in instantiatedEnemies)
     {
         Debug.Log(enemy.gameObject.name);
         NPCReactiveBark reactiveBark = Utils.GetRequiredComponent <NPCReactiveBark>(enemy.gameObject);
         reactiveBark.LoadNewBark(reactiveBarkType, barkEvent);
     }
 }
Beispiel #2
0
    public void LoadNewBark(ReactiveBarkType reactiveBarkType, BarkEvent barkEvent)
    {
        switch (reactiveBarkType)
        {
        case ReactiveBarkType.IdleBark:
            idleBark = barkEvent;
            break;

        case ReactiveBarkType.SpottedBark:
            spottedBark = barkEvent;
            break;

        case ReactiveBarkType.LostBark:
            lostBark = barkEvent;
            break;

        case ReactiveBarkType.NoiseBark:
            reactiveNoiseBark = barkEvent;
            break;
        }
    }