public IEnumerator TakeDamageAction() { inProgress = true; context.transform.Translate(new Vector3(0, 0, .5f)); context.GetComponent <Battler>().TakeDamage(); yield return(new WaitUntil(() => context.GetComponent <Battler>().IsTakingDamage() == true)); yield return(new WaitUntil(() => context.GetComponent <Battler>().IsTakingDamage() == false)); // Chase Player context.SetState(AGENT_STATE.CHASE); inProgress = false; }
public override void Dispatch() { // GameObject player = GameObject.FindWithTag("Player"); /*if (player != null) { * // Hardcode for player for now. Remember that we deactivate the player when in dialogue!! :/ * context.transform.LookAt(player.gameObject.transform); * }*/ context.navMeshAgent.isStopped = true; context.GetComponent <Animator>().SetFloat("InputVertical", 0f); }