private void Start() { Affiliation = 1; _currentEnemyMode = EnemyMode; _rangeFollower = GetComponent <IEnemyRangeFollowBehaviour>(); _weapon = GetComponent <EnemyWeaponShootable>(); }
private void Update() { if (_currentEnemyMode != EnemyMode) { _currentEnemyMode = EnemyMode; switch (_currentEnemyMode) { case TurretFloatingEnemyMode.Idle: Idle(); break; case TurretFloatingEnemyMode.Attack: Attack(); break; } } }