//This can be upgraded private void DetermineFearState() { // if (fearCurrent == fearMax && fearReset != fearMax) { // fearState = fearCase.feared; //Increases the fear reset point for when the NPC leaves fear fearReset += scaleFearReset; // hasBeenFeared = true; } //This creates a diminishing return where the NPC eventually becomes unfearable else if (fearCurrent == fearReset) { // fearState = fearCase.notFeared; // hasBeenFeared = false; } }
void Start() { //Assigns NavMeshAgent agent = GetComponent<NavMeshAgent>(); //Initial destination is first element of the array currentDest = 0; //Sets initial fearState to not feared fearState = fearCase.notFeared; // if (randomizeNavPoints) RandomizeNavPoints(); //Assigns agent's first destination to first array element agent.destination = navPoints[currentDest].transform.position; }