/// <summary> /// Checks whether the target exists in the scene or the initial state will set to wander. /// </summary> private bool CheckTargetExistene() { // targetAssigner.AssignTarget(GameManager.Instance.sceneController.playerController.gameObject); //TODO: convert this to a more dynamic target assigner if (targetFinder.GetTarget() == null) { controller.SetState <AIWander>(); return(false); } return(true); }
private void CheckForNewTarget() { Debug.Log("Checking for new target"); targetFinder.FindTarget(); if (targetFinder.GetTarget() != null) { controller.SetState <AIPursuit>(); } }
/// <summary> /// Sets the weapon system target /// </summary> public void SetTarget() { this.target = targetFinder.GetTarget(); Debug.Log(target); }