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; } }
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); }