void OnMouseDown() { if (!enabled) { return; } _descriptionBox.text = _behaviour.ReturnBehaviourDescription(); _soundHandler.PlaySound("Select", 0.8f); }
/* * Depending on whether guard still detects player or not after baffling * Guard will set either suspicion or alarmed state for the pursuit (travel to last seen position) */ private void SetNavigationState(RaycastHit2D playerLastSeen, RaycastHit2D detectPlayer) { Node nodeLastSeen = _detection.CalculateNodeLastSeen(playerLastSeen); if (detectPlayer.collider != null && detectPlayer.collider.tag == PlayerTag) { //Debug.Log("pursue"); _coneRender.ActivateState(_alarmed); _soundHandler.PlaySound("Alarmed", 0.75f); _pathFinder.SetSpeed(_pathFinder.ReturnChaseSpeed()); _pathFinder.SetGoal(nodeLastSeen); // last seen when detect, not after baffled } else { _pathFinder.SetSpeed(_pathFinder.ReturnCautiousSpeed()); _pathFinder.SetGoal(nodeLastSeen); SeenPlayer = false; //so still chase } if (nodeLastSeen.GetY() > _patrolBehav.ReturnNodeGuardAt().GetY()) { transform.parent.gameObject.layer = 11; } }