public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     m_Boss           = animator.gameObject;
     m_Agent          = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>();
     m_BossController = m_Boss.GetComponent <AIBossController>();
     m_Player         = m_BossController.GetPlayer();
 }
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        m_Boss             = animator.gameObject;
        m_Agent            = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>();
        m_AIBossController = m_Boss.GetComponent <AIBossController>();
        Debug.Log("m_booscontroller" + m_AIBossController);
        m_Player = m_AIBossController.GetPlayer();

        // SetDistanceFromPlayer(animator);
    }
Esempio n. 3
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    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        m_Boss           = animator.gameObject;
        m_Agent          = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>();
        m_BossController = m_Boss.GetComponent <AIBossController>();
        m_Player         = m_BossController.GetPlayer();

        float distanceFromPlayer = Vector3.Distance(m_Boss.transform.position, m_Player.transform.position);

        animator.SetFloat("distanceFromPlayer", distanceFromPlayer);
    }