void FSM_Vagar() { switch (estadoVagar) { case VagarFSM.PENSAR: posVagar = new Vector3(Random.Range(min.x, max.x), Random.Range(min.y, max.y), Random.Range(min.z, max.z)); walkTo(posVagar); estadoVagar = VagarFSM.VAGAR; break; case VagarFSM.VAGAR: if (isInPosition()) { estadoVagar = VagarFSM.PENSAR; } break; } }
// Start is called before the first frame update void Start() { //Posición de spawn min = mundo.minSpawnCliente; max = mundo.maxSpawnCliente; transform.position = new Vector3(Random.Range(min.x, max.x), Random.Range(min.y, max.y), Random.Range(min.z, max.z)); //Segundos this.timer = Random.Range(5f, 10f); this.estadoActual = EstadosFSM.VAGAR; this.estadoVagar = VagarFSM.PENSAR; this.inPosCola = false; this.avisoMaitre = false; this.avisoSentarse = false; this.decidido = false; this.servido = false; this.atendido = false; maitre = FindObjectOfType <Maitre>(); }