public void SensorDeactivated(ViewSensorEnum sensor, Collider other) { switch (sensor) { case ViewSensorEnum.Vision: ExitVision(other); break; default: break; } }
public void SensorActive(ViewSensorEnum sensor, Collider other) { switch (sensor) { case ViewSensorEnum.Vision: TriggerStayVision(other); break; default: break; } }
private void SetupSensorObject(ViewSensorEnum sensorType, float triggerRadius, ref GameObject obj) { obj = new GameObject(sensorType.ToString()); obj.transform.parent = transform; obj.transform.position = transform.position; obj.layer = LayerMask.NameToLayer("EnemiesSensor"); SphereCollider col = obj.AddComponent <SphereCollider>(); col.isTrigger = true; col.radius = triggerRadius; PAISensor script = obj.AddComponent <PAISensor>(); script.SetSensorType(sensorType); }