private void StartRunning() { if (State == PeasantState.BEING_EATEN) { return; } State = PeasantState.RUNNING; ActorBase.SetMaxMoveSpeed(RunningSpeed); Animator.SetTrigger(RatFound); }
private void StartWalking() { if (State == PeasantState.BEING_EATEN) { return; } State = PeasantState.WANDERING; ActorBase.SetMaxMoveSpeed(WalkingSpeed); Animator.SetTrigger(TimeToWalk); }
private void StartIdling() { if (State == PeasantState.BEING_EATEN) { return; } State = PeasantState.IDLE; StopCoroutine(CurrentWanderingRoutine); CurrentWanderingRoutine = Wander(); StartCoroutine(CurrentWanderingRoutine); }
private void StartBeingEaten(Rigidbody rat) { State = PeasantState.BEING_EATEN; ActorBase.SetMove(Vector2.zero); Body.constraints = RigidbodyConstraints.None; Joint = gameObject.AddComponent <HingeJoint>(); Joint.connectedBody = rat; Body.useGravity = true; // Animator.enabled = false; PreySetter.RemoveAsPrey(); StopAllCoroutines(); StartCoroutine(TakeDamage()); }
private void OnEnable() { Body.constraints = RigidbodyConstraints.FreezeRotation; State = PeasantState.IDLE; StartIdling(); }