public void runAction(DevilAttack state){ switch (state){ case DevilAttack.PissedOff: waitTime = 2.0f; Debug.Log("In action state = " + state); break; case DevilAttack.Angry: Debug.Log("In action state = " + state); waitTime = 3.0f; break; case DevilAttack.Irritated: Debug.Log("In action state = " + state); waitTime = 4.0f; break; case DevilAttack.Annoyed: Debug.Log("In action state = " + state); waitTime = 5.0f; break; case DevilAttack.Harmless: waitTime = 6.0f; break; default: Debug.Log("In action state = " + state); break; } }
void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <PlayerHealth> (); devilHealth = GetComponent <DevilHealth> (); devilAttack = GetComponent <DevilAttack> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); }