void ChangeToPatrolling() { state = EnemyAIStates.Patrolling; GetComponent <Renderer>().material.color = new Color(1.0f, 0.0f, 0.0f); SelectRandomPatrolPoint(); playerOfInterest = null; }
protected void SwitchToPatrolling() { state = EnemyAIStates.Partolling; GetComponent <Renderer>().material.color = new Color(0.0f, 1.0f, 0.0f); SelectRandomPatrolPoint(); playerOfInterest = null; }
protected void SwitchToChasing(GameObject target) { state = EnemyAIStates.Chasing; GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 0.0f); playerOfInterest = target; }
protected void SwitchToAttacking(GameObject target) { state = EnemyAIStates.Attacking; GetComponent <Renderer>().material.color = new Color(0.0f, 0.0f, 1.0f); }
void ChangeToAttacking(GameObject target) { state = EnemyAIStates.Attacking; GetComponent <Renderer>().material.color = new Color(1.0f, 0.0f, 0.0f); }
protected void SwitchToChasing(GameObject target) { state = EnemyAIStates.Chasing; GetComponent<Renderer>().material.color = new Color(1.0f, 1.0f, 0.0f); playerOfInterest = target; }
protected void SwitchToAttacking(GameObject target) { state = EnemyAIStates.Attacking; GetComponent<Renderer>().material.color = new Color(0.0f, 0.0f, 1.0f); }
protected void SwitchToPatrolling() { state = EnemyAIStates.Partolling; GetComponent<Renderer>().material.color = new Color(0.0f, 1.0f, 0.0f); SelectRandomPatrolPoint(); playerOfInterest = null; }
void ChangeToIdle(GameObject target) { state = EnemyAIStates.Idle; GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 1.0f); playerOfInterest = target; }