// 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) { BotUtility botUtility = animator.GetComponentInParent <BotUtility>(); HealthBox target = botUtility.FindClosestHealth(); if (!botUtility.NavigateTo(target)) { animator.SetTrigger("failed"); } }
public override TaskStatus OnUpdate() { BotUtility botUtility = botObject.Value.GetComponent <BotUtility>(); var target = botUtility.FindClosestHealth(); if (!botUtility.NavigateTo(target)) { return(TaskStatus.Failure); } return(TaskStatus.Success); }