void SpawnPolice() { int spawnPointIndex = Random.Range(0, SpawnPointsPolice.Count); GameObject police = Instantiate(Police, SpawnPointsPolice[spawnPointIndex].position, SpawnPointsPolice[spawnPointIndex].rotation); // set variables of police Patrol policePatrol = police.GetComponent <Patrol>(); policePatrol.moveSpots = GameManager.instance.MoveSpots; policePatrol.playerTarget = player.transform; policePatrol.StartPatrol(); }
void UpdateBehaviour() { previousPhase = enemyPhase; // Ensure that enemyPhase and previousPhase are once again in sync. switch (enemyPhase) { case Phase.PATROL: // TO FIX: Enemy speed issue here. Movement speed above 4 causes enemy to stop. Tweak REST_DISTANCE on the Patrol script. _musicManager.Condition = MusicManager.Conditions.Normal; AlterFlashlightColourDebug(Color.white); patrolRoute.StartPatrol(); break; case Phase.VIGIL: break; case Phase.HALT: StartCoroutine("Halt"); break; case Phase.INVESTIGATE: StopCoroutine("Halt"); movement.SetWalkTarget(disturbanceZone); break; case Phase.ALERT: if (NuclearMode) { SceneManager.LoadScene("MissionFailed"); } else { StartCoroutine("Alert"); } break; case Phase.DECEASED: // For Adrian - I still have to implement the enemy's death, but a "death" sound would be used somewhere here. Flashlight.enabled = false; // For Adrian - Whenever the enemy's flashlight is switched on or off, we could play a little "click" sound. break; } }