public override NPCState TransitionToState() { if (avoidState != null) { if (avoidState.CloseToAvoiding()) { npc.stopAllTalking(); } return(avoidState); } if (meetPlayerState.meetingPlayer) { return(meetPlayerState); } if (currentPartner != null && !recentlyMetSomeone) { return(this); } else { npc.stopAllTalking(); return(idleState); } }
public override NPCState TransitionToState() { if (avoidState != null) { if (avoidState.CloseToAvoiding()) { npc.stopAllTalking(); } return(avoidState); } if (meetingPlayer) { return(this); } else { return(idleState); } }