// Update is called once per frame void Update() { targetDistance = (targetPlayer.transform.position - transform.position).magnitude; if (prevState == Body.statelist.recovering && bodyScript.state != Body.statelist.recovering) { AIstate = EvaluateAI(); } prevState = bodyScript.state; switch (AIstate) { case AIlist.attack: AttackBehaviour(); break; case AIlist.roam1: Roam1(); break; case AIlist.roam2: Roam2(); break; case AIlist.closedistance: CloseDistance(); break; case AIlist.createdistance: CreateDistance(); break; } }
// Use this for initialization void Start() { bodyScript = GetComponent <Body> (); attackScript = GetComponent <IAttack> (); navScript = GetComponent <Navigation> (); FindClosestTarget(); prevState = bodyScript.state; }