public override TaskStatus OnUpdate() { if (m_aiManager.GetDistanceWithTargetPos() < 0.3f) { m_animator.SetBool("isWalking", false); m_aiManager.SetCurrentState(AIStates.PATROLLING); return(TaskStatus.Success); } else { Move(); Debug.Log("Chasing the enemy"); return(TaskStatus.Success); } }
public override TaskStatus OnUpdate() { float distance = m_aiManager.GetDistanceWithTargetPos(); if (distance >= 20f) { m_animator.SetBool("isWalking", false); enemy.Value = null; m_aiManager.SetCurrentState(AIStates.PATROLLING); return(TaskStatus.Success); } else { Move(); m_aiManager.SetCurrentState(AIStates.RUNNING); return(TaskStatus.Running); } }