private void OnTriggerExit(Collider other) { PlayerDamageEntity possibleTarget = other.GetComponentInParent <PlayerDamageEntity>(); if (possibleTarget != null) { target = null; currentState = EAAGunState.Idle; aim.targetRB = null; } }
public void SetFiringState() { if (target != null) { if (target.GetComponentInChildren <PlayerFlightControls>().currentAltSetting == EAlts.Low) { currentState = EAAGunState.ShootingLowAlt; } else if (target.GetComponentInChildren <PlayerFlightControls>().currentAltSetting == EAlts.Mid) { currentState = EAAGunState.ShootingMedAlt; } else { currentState = EAAGunState.Idle; } } else { currentState = EAAGunState.Idle; } }