void Update() { currentState.UpdateState(this); currentspeed = agent.speed; Debug.Log("Current State : " + currentState); //AnimationState(); VisionCone(enemyFOV, 10); }
public void UpdateStateMachine() { //Debug.Log(_currentState); if (_currentState == null) { _currentState = _possibleStates.First(); } var nextState = _currentState?.UpdateState(); if (nextState != null && nextState != _currentState.GetType()) { ChangeState(nextState); } }
void Update() { distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position); currentState.UpdateState(this); }