//=====================================================================
 #region State transition
 //=====================================================================
 private void CheckStateTransitionConditions()
 {
     if (baseEnemyController.IsPlayerInMinAgroRange())
     {
         finiteStateMachine.ChangeState(baseEnemyController.PlayerDetectedState);
     }
     if (isAtPatrolPoint)
     {
         finiteStateMachine.ChangeState(baseEnemyController.IdleState);
     }
 }
Exemple #2
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 //=====================================================================
 #region State transition
 //=====================================================================
 private void CheckStateTransitionConditions()
 {
     if (baseEnemyController.IsPlayerInMinAgroRange())
     {
         finiteStateMachine.ChangeState(baseEnemyController.PlayerDetectedState);
     }
     else if (isIdleTimeOver)
     {
         finiteStateMachine.ChangeState(baseEnemyController.PatrolState);
     }
 }