// Update is called once per frame override protected void UpdateUnit() { if (isFrozen) { currentTimeFrozen += Time.deltaTime; if (currentTimeFrozen > timeFrozenThreshold) { isFrozen = false; GetComponent <SpriteRenderer>().color = Color.white; currentTimeFrozen = 0; } return; } base.UpdateUnit(); IEnemyUnitState state; state = unitTargetingState.CheckChangeState(this, _playManager); if (state != null) { unitTargetingState = state; } unitTargetingState.Update(this, _playManager); state = unitState.CheckChangeState(this, _playManager); if (state != null) { unitState = state; } unitState.Update(this, _playManager); }
//public float biteRadius; // Start is called before the first frame update override protected void StartUnit() { base.StartUnit(); unitState = new IdleEnemyUnitState(); unitTargetingState = new ClosestTargetingEnemyUnitState(); transform.rotation = Quaternion.Euler(0, 0, 180); }