public void StartChasing() { this.state = BossEnemyState.CHASING; // Start a new path to the targetPosition, call the the OnPathComplete function // when the path has been calculated (which may take a few frames depending on the complexity) path = null; seeker.StartPath(transform.position, player.transform.position, OnPathComplete); }
private void ChangeState() { switch (enemyState) { case BossEnemyState.MOVING: { Invoke("ChangeState", 1f); enemyState = BossEnemyState.CHARGE; break; } case BossEnemyState.CHARGE: { //Loock Player and release Invoke("ChangeState", 1f); enemyCartridge.ShootBullet(); break; } } }
public void StopCharging() { this.state = BossEnemyState.IDLE; }
public void StartCharging() { this.state = BossEnemyState.CHARGING; }
public void StartAttacking() { this.state = BossEnemyState.ATTACKING; }
public void StartIdle() { this.state = BossEnemyState.IDLE; }