public void UpdateRevive() { float distanceTo = 0f; ReviveSpawns closest = GameController.GetClosestReviveSpawn(transform.position, ref distanceTo); if (!closest) { mOurState = ReviveMonsterState.eMonsterStateAttacking; return; } if (distanceTo <= m_ReviveMonsterDistance) { OnReviveStart(); } }
public override void UpdateDesiredMovePoint() { float distanceTo = 0f; ReviveSpawns closest = GameController.GetClosestReviveSpawn(transform.position, ref distanceTo); if (closest) { Vector3 dir = Vector3.Normalize(transform.position - closest.transform.position); Vector3 desiredPos = (closest.transform.position) + (m_MonsterAttackDistance * dir); m_DesiredMovePosition = desiredPos; mOurState = ReviveMonsterState.eMonsterStateReviving; return; } mOurState = ReviveMonsterState.eMonsterStateAttacking; base.UpdateDesiredMovePoint(); }
public void UpdateRevive() { float distanceTo = 0f; ReviveSpawns closest = GameController.GetClosestReviveSpawn(transform.position, ref distanceTo); if (!closest) { mOurState = ReviveMonsterState.eMonsterStateAttacking; return; } if( distanceTo <= m_ReviveMonsterDistance ) { OnReviveStart(); } }