private void UpdateSounds() { HumanAIGroup.State state = this.m_State; if (state == HumanAIGroup.State.Calm) { this.UpdateCalmSound(); } }
protected virtual void OnExitState() { HumanAIGroup.State state = this.m_State; if (state == HumanAIGroup.State.Calm) { this.OnExitCalmState(); } }
protected void SetState(HumanAIGroup.State state) { if (this.m_State == state) { return; } this.OnExitState(); this.m_State = state; this.OnEnterState(); }
protected override void OnEnterState() { HumanAIGroup.State state = this.m_State; if (state != HumanAIGroup.State.StartWave) { base.OnEnterState(); } else { this.OnEnterStartWaveState(); } }
protected override void UpdateState() { HumanAIGroup.State state = this.m_State; if (state != HumanAIGroup.State.StartWave) { if (state != HumanAIGroup.State.Attack) { base.UpdateState(); } else { this.UpdateAttackState(); } } else { this.UpdateStartWaveState(); } }