//public void LoadDefendersSpecs(DefenderSpecs _defnederSpecs) public override void Setup() { base.Setup(); State = new DefenderState(); State = DefenderState.ActiveFollowingPlayer; myInteractionType = InteractionType.Explosion; }
public void ToggleToExloding() { State = DefenderState.Exloding; TimeingManager.SchoudleDelayedFunctionTrigger(DefenderExplosionDuration, TogglToRecreating); MoveToInteractingWithEnemiesList = true; Debug.Log("Defender Explosion!"); }
public void TogglToRecreating() { State = DefenderState.Recreating; TimeingManager.SchoudleDelayedFunctionTrigger(RecreatingDuration, ToggleToUnactiveFollowingPlayer); }
public void ToggleToDashingToCenterOfDefendingObject() { State = DefenderState.DashingToCenterOfDefendingObject; }
public void ToggleToActiveFollowingPlayer() { State = DefenderState.ActiveFollowingPlayer; MoveBackToPlayersArsenal = true; }
//ToggleFunction public void ToggleToUnactiveFollowingPlayer() { Target = SimulationInstance.Player.transform; State = DefenderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, ToggleToActiveFollowingPlayer); }