// Update is called once per frame void Update() { canPatrol = allowerMovement.Raycasting(); isChasing = allowerChasing.Raycasting(); // The agent chases the player if (isChasing && !allowerMovement.GetPlayerHidingStatus()) { patrolingEnemy.AjustModelOrientation(transform.position.x, allowerMovement.GetPlayerPos().x); transform.position = playerPersecutor.Chasing(transform.position, allowerMovement.GetPlayerPos()); HidingPlaceCtrl.hidingPlaceCtrl.DisableHidingPlaces(); canPatrol = false; } // the agent patrols if (canPatrol) { patrolingEnemy.UpdatePatrollingOrientation(transform.position.x); transform.position = patrolingEnemy.Patrolling(transform.position); HidingPlaceCtrl.hidingPlaceCtrl.EnableHidingPlaces(); } // agent comes back to its original position if it leaves the patrolling vision ratio if (!patrolliArea.IsAgentOnThePatrollingArea() && !canPatrol && !isChasing) { patrolingEnemy.UpdatePatrollingOrientation(transform.position.x); transform.position = patrolingEnemy.Patrolling(transform.position); HidingPlaceCtrl.hidingPlaceCtrl.EnableHidingPlaces(); } }
// Update is called once per frame void Update() { canPatrol = allowerMovement.Raycasting(); if (canPatrol) { print("y"); transform.position = patrolingEnemy.Patrolling(transform.position); animator.SetInteger("state", 1); } else { animator.SetInteger("state", 0); } }