public override void Stay(EnemyTank enemy) { enemy.LookTarget(enemy.player); enemy.ShootTarget(); if (enemy.currentHealth <= 0) { enemy.ChangeState(EnemyState.Die); } if (enemy.DistanceToPalyer() > enemy.property.AttackRange) { enemy.ChangeState(EnemyState.Aware); } }
public override void Stay(EnemyTank enemy) { enemy.LookTarget(enemy.player); enemy.CurveMove(true); //enemy.TraceTarget(enemy.player); if (enemy.currentHealth <= 0) { enemy.ChangeState(EnemyTankState.Die); } if (enemy.DistanceToPalyer() <= enemy.property.AttackRange) { enemy.ChangeState(EnemyTankState.Attack); } if (enemy.DistanceToPalyer() > enemy.property.ViewRange) { enemy.ChangeState(EnemyTankState.Patrol); } }