/* * Stop existing coroutines, detecting and moving around, * to activate guard's behaviour */ public void StopExistingCoroutines() { _pathFinding.StopAllCoroutines(); _patrolBehav.StopAllCoroutines(); _playerDetector.StopAllCoroutines(); _patrolBehav.enabled = false; _playerDetector.enabled = false; _visionCone.enabled = false; }
/* * Stops all behaviours and set goal for guard's search to be * node item is in (passed parameter) */ public IEnumerator GoToItem(Node nodeItemIn) { StopAllCoroutines(); _patrolBehav.StopAllCoroutines(); SetGoal(nodeItemIn); _routeToGoal = CalculateRouteToDestination(); SetSpeed(ChaseSpeed); yield return(StartCoroutine(NavigateToGoal(true))); }