void EvaluateVigilance() { switch (m_vigilance) { case e_vigilance.UNAWARE: if (m_timePlayerBeenVisible > m_timeInvestigate) { m_vigilance = e_vigilance.INVESTIGATE; } break; case e_vigilance.INVESTIGATE: if (m_timePlayerBeenVisible > m_timeResearch) { m_vigilance = e_vigilance.RESEARCH; } break; case e_vigilance.RESEARCH: if (m_timePlayerBeenVisible > m_timeCombat) { m_vigilance = e_vigilance.COMBAT; } break; case e_vigilance.COMBAT: if (m_timePlayerBeenInvisible > m_timeCalmDown) { m_vigilance = e_vigilance.RESEARCH; } break; default: break; } }
void Start() { m_state = m_defaultState; m_vigilance = m_defaultVigilance; }