public void Recalculate() { m_target = null; m_Path = null; Movement_Watchdog = false; switch (m_State) { case Security_State.Patrol: { m_target = m_Path_Manager.Get_Random_Node(null); break; } case Security_State.Chase: { if (m_Enemy_Agent != null && m_Enemy_Position != null) { m_target = m_Path_Manager.Get_Nearest_Node(m_Enemy_Position.position); } break; } } if (m_target != null) { Calculate_Path(); Check_Pathing(); } }
public void Recalculate() { m_target = null; m_Path = null; m_target = m_Path_Manager.Get_Random_Node(null); Calculate_Path(); Check_Pathing(); }