public override void Enter() { base.Enter(); _movementBehaviour.Deactivate(); _movementBehaviour.Activate(); _stateEnterTime = Time.time; _animationBehaviour.PlayIdle(); DOVirtual.DelayedCall(UnityEngine.Random.Range(3f, 5f), () => { _animationBehaviour.PlayAgony(); }); }
public override void Exit() { _owner.position = -_player.forward * AiSettings.SPAWN_DISTANCE_TO_PLAYER; _owner.forward = (_player.position - _owner.position).normalized; _movement.Activate(); }