public void Healing(EnemyStatement oldState, EnemyStatement newState) { if (newState != EnemyStatement.Healing) { return; } //Do Healing actions myEnemy.Healing(); }
public void Escaping(EnemyStatement oldState, EnemyStatement newState) { if (newState != EnemyStatement.Escaping) { return; } //Do Escaping actions myEnemy.Escaping(escapingPoint); }
public void Patroling(EnemyStatement oldState, EnemyStatement newState) { if (newState != EnemyStatement.Patroling) { return; } //Do patroling actions myEnemy.Patroling(); }
public void ChangeEnemyStatement(EnemyStatement newStatement) { EnemyStatement oldStatement = currentStatement; currentStatement = newStatement; Debug.Log("Enemy statement was changed: " + oldStatement + "->" + newStatement); if (OnStatementWasChanged != null) { OnStatementWasChanged(oldStatement, newStatement); } }
public void Attack(EnemyStatement oldState, EnemyStatement newState) { if (newState != EnemyStatement.Attacking) { return; } //Do attack actions EnemyStatement newStatement = myEnemy.Attack(); myEnemy.ChangeEnemyStatement(newStatement); }
public void Chaising(EnemyStatement oldState, EnemyStatement newState) { if (newState != EnemyStatement.Chaising) { return; } playerController.OnChangedPlayerPosition += myEnemy.Chaising; //Do Chaising actions myEnemy.Chaising(); }