private void OnEnterInactiveState(int previousStateId) { // Reset everything gameObject.SetActive(false); keyVisual.SetActive(false); aoe.SetActive(false); EnterInactiveStateEvent.SafeRaise(this); }
public void HitByPlayer() { // Colliding with the player as a stranger triggers a state change to acquaintance if (stateMachine.CurrentStateId == (int)Relationship.Stranger) { stateMachine.EnterState((int)Relationship.Acquaintance); } else if (stateMachine.CurrentStateId == (int)Relationship.Friend) { if (Input.anyKey) { if (Input.GetKey(associatedKey)) { stateMachine.EnterState((int)Relationship.ReceivingEncouragement); currentChainReactionIndex = GameManager.Instance.StartChainReaction(transform.position); } else { WrongActionEvent.SafeRaise(this); stateMachine.EnterState((int)Relationship.Acquaintance); } } } }