public override void Enter() { base.Enter(); _detectedGraphic.SetActive(true); _playerLOS.StartDetecting(); _closeRangeDetector.StartDetecting(); }
public override void Enter() { //Debug.Log("PATROLLER: Move State"); _movement.MoveX(_data.MovementSpeed * _movement.FacingDirection, true); _playerLOS.StartDetecting(); _wallDetector.StartDetecting(); _groundDetector.StartDetecting(); _groundInFrontDetector.StartDetecting(); }
public override void Enter() { base.Enter(); _wallDetector.StartDetecting(); _groundInFrontDetector.StartDetecting(); _playerLOS.StartDetecting(); _playerClose.StartDetecting(); _detectedGraphic.SetActive(true); }
public override void Enter() { base.Enter(); _movement.MoveX(0, false); SetRandomIdleTime(); _playerInRange.StartDetecting(); _wallDetector.StartDetecting(); _groundDetector.StartDetecting(); _groundInFrontDetector.StartDetecting(); }
public override void Enter() { base.Enter(); _lastTurnTime = 0; _turnsCompleted = 0; _movement.MoveX(0, false); // do the first turn immediately if (_data.TurnImmediatelyOnSearch && _data.NumberOfSearchTurns >= 1) { Turn(); } _playerLOS.StartDetecting(); }