IEnumerator Rest() { yield return(new WaitForSeconds(restTime)); restTime = 0.0f; restTimeSet = false; myState = enemySate.wandering; }
void OnTriggerExit(Collider other) { // can I see the player? if (other.tag == "Player") { print("I can't see the player"); myHead.GetComponent <Renderer> ().material.color = Color.yellow; myState = enemySate.resting; } }
void OnTriggerEnter(Collider other) { // can I see the player? if (other.tag == "Player") { print("I see the player"); myHead.GetComponent <Renderer> ().material.color = Color.blue; myState = enemySate.chasing; } }
public float timeToMove; // = 3.0f; // Use this for initialization void Start() { myRigidBody = GetComponent <Rigidbody> (); myHead.GetComponent <Renderer> ().material.color = Color.yellow; // origin.x = myEyesPos.position.x; // origin.y = myEyesPos.position.y; // origin.z = myEyesPos.position.z; myState = enemySate.resting; }
IEnumerator Move() { //canMove = true; transform.Translate(Vector3.forward * currentSpeed * Time.deltaTime); yield return(new WaitForSeconds(timeToMove)); canMove = false; //moved = true; rotationSet = false; distanceSet = false; // rest myState = enemySate.resting; //moveTime = 0; }