override public void ReceiveAttack(BaseGameEntity attacker, int damage) { base.ReceiveAttack(attacker, damage); HasBeenAttacked = true; cSteeringEvasion.Menace = attacker.GetComponent <UnitySteer.Behaviors.Vehicle>(); if (dead && attacker is Zombie) { KilledByZombie = true; } if (!dead) { PlayDamagedClip(); } }
//this must be implemented public override void Update() { frameCount += 1; cooldown -= Time.deltaTime; if (frameCount % FrameUpdateThreshold == 0) { target = GetNearestTarget(); if (target != null) { cSteeringPursuit.Quarry = target.GetComponent <UnitySteer.Behaviors.Biped>(); } stateMachine.Update(); } }