public void EnterMoveState() { condition = MonsterCondition.Normal; actionIndex = 0; canTrain = true; isOnMoveState = true; StartCoroutine(MoveState()); ActionManager.instance.SetActionIndex(actionIndex); }
private bool isNormalCondition() { if (status.hunger < hungerMinimum) { condition = MonsterCondition.Hungry; return(false); } if (status.tireness < tirenessMinimum) { condition = MonsterCondition.Tired; return(false); } return(true); }
private void Start() { animator = this.GetComponent <Animator>(); //LoadMonsterData(); condition = MonsterCondition.Normal; ui_gaugeArea = FindObjectOfType <UI_GaugeArea>(); if (ui_gaugeArea != null) { ui_gaugeArea.SetGauge(status.hunger, status.tireness, status.emotion); } else { Debug.Log("Please attach UI_GaugeArea in Game Scene"); } Init(); timer = 0f; StartCoroutine(WaitInitBrain()); }