private void Awake() { _movement = GetComponentInChildren <Movement>(); _playerTracker = GetComponentInChildren <PlayerTracker>(); _playerTracker.PlayerEntered += () => { _currentZombieState = ZombieStates.Chasing; }; _playerTracker.PlayerLeft += () => { _currentZombieState = ZombieStates.Idle; }; }
private void Awake() { _movement = GetComponentInChildren <Movement>(); _jumping = GetComponentInChildren <Jumping>(); _playerTracker = GetComponentInChildren <PlayerTracker>(); _playerTracker.PlayerEntered += () => { _currentZombieState = Vector3.Distance(transform.position, _playerTracker.Position) <= _jumpThreshold ? ZombieStates.Jumping : ZombieStates.Approaching; }; _playerTracker.PlayerLeft += () => { _currentZombieState = ZombieStates.Idle; }; }