/// <summary> /// Force the character to stop following the player. /// </summary> public void ForceFailure() { _characterStatus = AiCharacterStatus.Retreating; _animator.SetFloat(_hashes.speed, _crowdScript.followTarget.GetMovementSpeed()); // May want to force some sort of reaction. }
public void CompletedBlockGroup(bool wasSuccessful) { _characterStatus = wasSuccessful ? AiCharacterStatus.Following : AiCharacterStatus.Retreating; _crowdScript.AddFollower(wasSuccessful, this); var reactionToPlay = wasSuccessful ? (int)passReaction.animation : (int)failReaction.animation; if (reactionToPlay > 0) { _animator.SetInteger( _hashes.reaction, reactionToPlay ); _animator.SetBool(_hashes.doReaction, true); StartCoroutine(StopReacting()); } }