void Update()
    {
        base.onUpdate();
        vely = GetComponent <Rigidbody2D> ().velocity.y;

        if (isFacingPlayer)
        {
            currentState = new EnemyAlertState(this);
        }
    }
    public void SetAlertState(EnemyAlertState state)    //Sets alert state and any one shot actions for a given state change
    {
        m_AlertState = state;

        switch (state)
        {
        case EnemyAlertState.Passive:
            SetMoveSpeed(m_WalkSpeed);
            break;

        case EnemyAlertState.Alert:
            SetMoveSpeed(m_RunSpeed);
            break;
        }
    }
Exemple #3
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    protected override void OnEnemyAlertStateChange(EnemyAlertState state, EnemyAlertState lastState)
    {
        switch (state)
        {
        case EnemyAlertState.Idle:
            break;

        case EnemyAlertState.Sus:
            break;

        case EnemyAlertState.Alerted:
            break;

        default:
            break;
        }

        base.OnEnemyAlertStateChange(state, lastState);
    }