void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { if (m_bossController != null) { m_bossController.Attack(); } } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (timer >= attackDelay) { controller.Attack(); timer = 0; } if (grudge.HasTarget()) { if (!fov.IsVisible(grudge.GetTarget())) { animator.SetTrigger("Pursuit"); } } else { animator.SetTrigger("Wander"); } timer += Time.deltaTime; }