public void SetState(MonsterStateEnum state) { if (actionState == MonsterStateEnum.Normal) { if (behaviourTree) behaviourTree.PauseBehaviour(); } actionState = state; if (actionState == MonsterStateEnum.Normal) { if (behaviourTree) behaviourTree.StartBehaviour(); } if (actionState != MonsterStateEnum.HitReact) { hitReactType = -1; } if (actionState == MonsterStateEnum.Dead) { destoryTime = Time.time + DyingTime; } }
public void SetState(MonsterStateEnum state) { if (actionState == MonsterStateEnum.Normal) { if (behaviourTree) { behaviourTree.PauseBehaviour(); } } actionState = state; if (actionState == MonsterStateEnum.Normal) { if (behaviourTree) { behaviourTree.StartBehaviour(); } } if (actionState != MonsterStateEnum.HitReact) { hitReactType = -1; } if (actionState == MonsterStateEnum.Dead) { destoryTime = Time.time + DyingTime; } }