public override void SetAction(AIAction act) { //Debug.Log("Entering LookAt set action"); base.SetAction(act); lookAtAction = (LookAtAIAction)act; string tId = lookAtAction.targetId; if (tId != "player") { blackBoard.target = GameObject.Find(tId); } else if ((blackBoard.target == null) || (!blackBoard.target.activeSelf)) { blackBoard.target = rsc.enemyMng.SelectPlayer(blackBoard.entityGO); } direction = blackBoard.target.transform.position - blackBoard.agent.transform.position; blackBoard.agent.Stop(); //Debug.Log("Exiting LookAt set action"); }
public override void SetAction(AIAction act) { //Debug.Log("Entering LookAt set action"); base.SetAction(act); lookAtAction = (LookAtAIAction)act; string tId = lookAtAction.targetId; if (tId != "player") { state.target = GameObject.Find(tId); } else if (!state.target.activeSelf) { state.target = rsc.enemyMng.SelectTarget(); } direction = state.target.transform.position - state.agent.transform.position; state.agent.Stop(); //Debug.Log("Exiting LookAt set action"); }