Example #1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ap    = animator.gameObject.GetComponent <AgentPatrol> ();
        agent = animator.gameObject.GetComponent <PolyNavAgent> ();
        shoot = animator.gameObject.GetComponent <RepeatShoot> ();

        oldMaxSpeed     = agent.maxSpeed;
        oldStoppingDist = agent.stoppingDistance;
        oldSlowingDist  = agent.slowingDistance;
        oldAccelRate    = agent.accelerationRate;
        oldDecelRate    = agent.decelerationRate;

        // SetNewAgent ();

        agent.SetDestination(ap.playerLastPos);

        if (shoot)
        {
            UpdateTargetPos();
            shoot.StopShoot();
        }
        shooting = false;
//		if(shoot){
//			shoot.StartShoot ();
//			shooting = true;
//		}
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ap    = animator.gameObject.GetComponent <AgentPatrol> ();
        agent = animator.gameObject.GetComponent <PolyNavAgent> ();
        shoot = animator.gameObject.GetComponent <RepeatShoot> ();

        if (agent)
        {
            agent.enabled = false;
        }

        if (shoot)
        {
            shoot.StopShoot();
        }
        shooting = false;
    }