private void setStateIdle() { state = EnemyState.IDLE; maxIdleDelay = useOnlyMinIdle ? minIdleDelay : Random.Range(minIdleDelay, maxIdleDelay); timer.Reset(); m_nav.destination = gameObject.transform.position; }
private void ChangePlayerState(PlayerStates newState) { switch (newState) { case PlayerStates.IDLE: state = PlayerStates.IDLE; m_nav.destination = transform.position; m_nav.Warp(transform.position); idleTimer.Reset(); //maxIdleDelay = UnityEngine.Random.Range(2f, 5f); break; case PlayerStates.DISTRACTED: case PlayerStates.SNEAKING: case PlayerStates.CAUGHT: state = newState; break; } }