// Update is called once per frame void Update() { switch (ca.GetState()) { case Creature_AI.State.Wandering: Move(1.0f); break; case Creature_AI.State.MovingTo: GoTo(targetLocation); Move(1.0f); break; case Creature_AI.State.Fleeing: Move(flee_scale); break; case Creature_AI.State.Asleep: Stop(); break; default: Stop(); break; } }
// Update is called once per frame void Update() { if (ca.GetState() != Creature_AI.State.Asleep) { if (!eyes_open) { OpenEyes(); } CheckVision(); } else { if (eyes_open) { CloseEyes(); } } }