// Update is called once per frame void Update() { switch (state) { case carcterstate.wait: myAnimator.SetTrigger("WaitTrigger"); break; case carcterstate.move: if (Vector3.Distance(transform.position, Target.transform.position) < 1f) { state = carcterstate.Wwork; } myAnimator.SetTrigger("MoveTrigger"); break; case carcterstate.Wwork: myAnimator.SetTrigger("WorkTrigger"); break; case carcterstate.Fwork: myAnimator.SetTrigger("WorkTrigger"); break; } }
public void SetTTarget() { if (mynav.pathStatus != NavMeshPathStatus.PathInvalid) { int rads = Random.Range(0, TTargets.Length); Target = TTargets[rads]; mynav.SetDestination(TTargets[rads].transform.position); Debug.Log(TTargets[rads].transform.position); state = carcterstate.move; PPLM.GetComponent <PeopleManager>().wstate++; } }