public override void Enter(BEnemy owner) { //turn off FOV visualization owner.viewMeshFilter.SetActive(false); //turn off all waypoints owner.castTo <EnemyPatrol>().disableWaypoints(); owner.attackFSM.changeState(Search.Instance); owner.attackFSM.changeGlobalState(BasicEnemyAttackGlobal.Instance); }
public override void Enter(BEnemy owner) { //turn on FOV visualization owner.viewMeshFilter.SetActive(true); //turn on all waypoints ((EnemyPatrol)owner).reenableWaypoints(); if (owner.movingPatrol) { owner.taskList["NextWaypoint"] = new Task(owner.castTo <EnemyPatrol>().moveTowardsNext()); } else { owner.taskList["NextWaypoint"] = new Task(owner.castTo <EnemyPatrol>().rotateTowardsNext()); } owner.playerSpotted = false; }
public override void Enter(BEnemy owner) { owner.isDead = true; //turn off FOV visualization owner.viewMeshFilter.SetActive(false); //turn off all waypoints owner.castTo <EnemyPatrol>().disableWaypoints(); //set velocity to zero owner.GetComponent <Rigidbody2D>().velocity = Vector3.zero; //drop item GameObject.Instantiate(owner.itemDrop, owner.transform.position, Quaternion.identity); //play animation owner.transform.Find("Texture").GetComponent <Animator>().SetTrigger("isDead"); }