private void SetState(State state) { if (NPCManager.Instance.DebugBehavior) { Debug.Log($"Sheep {Owner.Id} set state {state}"); } _state = state; switch (_state) { case State.Idle: NPCOwner.Stop(true, true); Sheep.SetObstacle(); break; case State.Carried: Sheep.SetPassive(); break; case State.Enqueued: Sheep.SetAgent(); NPCOwner.Stop(true, false); break; case State.Launched: Sheep.SetPassive(); break; } }
public override void Initialize(ActorBehaviorComponentData behaviorData) { Assert.IsTrue(Owner is INPC); Assert.IsTrue(behaviorData is NPCBehaviorData); base.Initialize(behaviorData); NPCOwner.OnBehaviorInitialized(); }
private void SetState(State state) { if (NPCManager.Instance.DebugBehavior) { Debug.Log($"NPCBartender {Owner.Id} set state {state}"); } _state = state; switch (_state) { case State.Idle: NPCOwner.Stop(true, false); break; } }