public void SpawnHumanoid(HumanoidType type) { switch (type) { case HumanoidType.Human: SpawnHuman(); break; case HumanoidType.Zombie: SpawnZombies(); break; default: break; } }
public HumanoidStateMachine(Transform pTransform, HumanoidType pHumanoidType, BehaviourType pBehaviour, float startHealth) { this._myTransform = pTransform; this._timeToChange = TIMETOCHANGE; this._startHeath=startHealth; this._humanoidType = pHumanoidType; this._behaviour = pBehaviour; if (this._behaviour == BehaviourType.DEFAULT) this._currentState = FiniteStateMachineType.IDLE; else this._currentState = FiniteStateMachineType.PATROL; this._target = GameObject.FindGameObjectWithTag("Player").transform; this._navigationMesh = new HumanoidNavigationMesh(this._myTransform, this._target, this._myTransform.GetComponent<NavMeshAgent>(), this._behaviour); this._gunObject = this._myTransform.FindChild("Gun").gameObject; this._gun = new HumanoidGun(this._gunObject); }