void Update() { switch (myState) { case joggState.resting: float distance = Vector3.Distance(transform.position, bed.transform.position); if (distance < 1) { currentEnergy += energyDrain * Time.deltaTime; } break; case joggState.jogging: agent.destination = wander.returnWanderPoints(); break; } switchStates(); }
// Update is called once per frame void Update() { switch (currentState) { case States.WANDERSTATE: agent.destination = wander.returnWanderPoints(); break; case States.SEEK: agent.destination = seek.returnFleeVector(); break; case States.STARTOVERSTATE: break; case States.FLEESTATE: agent.destination = flee.returnFleeVector(); break; } }