// Use this for initialization void Start() { allowerMovement = PositionsFather.GetComponent <AllowerMovement>(); playerPersecutor = GetComponent <PlayerPersecutor>(); patrolingEnemy = GetComponent <PatrolingEnemy>(); patrolliArea = PositionsFather.GetComponent <PatrollingArea>(); }
public override void EnterState(PatrolingEnemy enemyAI) { Debug.Log("STATE CHANGE:" + enemyAI.gameObject.name + " ATTACK STATE"); Debug.Log("AttackState.ENTER"); enemyAI.movementSpeed = 0; player = GameObject.FindGameObjectWithTag("Player"); }
public override void UpdateState(PatrolingEnemy enemyAI) { timeleft -= Time.deltaTime; if (timeleft < 0) { enemyAI.TransitionToState(enemyAI.patrolstate); } }
public override void EnterState(PatrolingEnemy enemyAI) { Debug.Log("STATE CHANGE:" + enemyAI.gameObject.name + " PATROL STATE"); Debug.Log("patrolstate.ENTER"); enemyAI.movementSpeed = 2f; patrolingenemy = enemyAI; enemyAI.agent.autoRepath = true; }
void OnTriggerStay(Collider hit) { PatrolingEnemy act = hit.GetComponent <PatrolingEnemy>(); switch (gasType) { case Type.Nerve: act.Damage(damageOverTime); break; case Type.Smoke: act.currentSeekTime = 0; break; } }
public override void EnterState(PatrolingEnemy enemyAI) { Debug.Log("STATE CHANGE:" + enemyAI.gameObject.name + " IDLE STATE"); Debug.Log("IdleState.ENTER"); enemyAI.movementSpeed = 0; }
public override void ExitState(PatrolingEnemy enemyAI) { }
public override void UpdateState(PatrolingEnemy enemyAI) { AnimationState(); NextDestination(); Debug.Log(patrolingenemy.gameObject.name); }
public override void ExitState(PatrolingEnemy enemyAI) { patrolingenemy.agent.destination = GameObject.FindGameObjectWithTag("Player").transform.position; }
// Use this for initialization void Start() { canPatrol = false; patrolingEnemy = gameObject.GetComponent <PatrolingEnemy>(); animator = gameObject.GetComponent <Animator>(); }
public abstract void ExitState(PatrolingEnemy enemyAI);
public abstract void UpdateState(PatrolingEnemy enemyAI);
public abstract void EnterState(PatrolingEnemy enemyAI);
public override void UpdateState(PatrolingEnemy enemyAI) { enemyAI.agent.SetDestination(player.transform.position); }