public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_BossController = m_Boss.GetComponent <AIBossController>(); m_Player = m_BossController.GetPlayer(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_AIBossController = m_Boss.GetComponent <AIBossController>(); Debug.Log("m_booscontroller" + m_AIBossController); m_Player = m_AIBossController.GetPlayer(); // SetDistanceFromPlayer(animator); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_BossController = m_Boss.GetComponent <AIBossController>(); m_Player = m_BossController.GetPlayer(); float distanceFromPlayer = Vector3.Distance(m_Boss.transform.position, m_Player.transform.position); animator.SetFloat("distanceFromPlayer", distanceFromPlayer); }