//method will retrieve attached component enemytarget state //if attached is null, this will target player protected EnemyTargetState GetTargetState() { EnemyTargetBehaviour enemyTargetBehaviour = GetComponent <EnemyTargetBehaviour>(); //default target state EnemyTargetState targetState = EnemyTargetState.AttackPlayer; //get from attached component if (enemyTargetBehaviour != null) { targetState = enemyTargetBehaviour.GetAssignedEnemyTarget(); } return(targetState); }
// Use this for initialization void Awake() { //randomly generate behaviour for targeting, since it's only 2 choices for now enemyTargetState = Random.value < .5 ? EnemyTargetState.AttackPlayer : EnemyTargetState.AttackBase; }