private void OnEnable() { m_EnemyBehaviour = GetComponent <SentryEnemyBehavior>(); m_Animator = GetComponent <Animator>(); m_Ai.OpenBranch( BT.Trigger(m_Animator, "Shooting"), BT.Call(m_EnemyBehaviour.RememberTargetPos), BT.WaitForAnimatorState(m_Animator, "Attack") ); }
private void OnEnable() { m_EnemyBehaviour = GetComponent <EnemyBehaviour>(); m_Animator = GetComponent <Animator>(); m_Ai.OpenBranch( BT.If(() => { return(m_EnemyBehaviour.Target != null); }).OpenBranch( BT.Call(m_EnemyBehaviour.CheckTargetStillVisible), BT.Call(m_EnemyBehaviour.OrientToTarget), BT.Trigger(m_Animator, "Shooting"), BT.Call(m_EnemyBehaviour.RememberTargetPos), BT.WaitForAnimatorState(m_Animator, "Attack") ), BT.If(() => { return(m_EnemyBehaviour.Target == null); }).OpenBranch( BT.Call(m_EnemyBehaviour.ScanForPlayer) ) ); }