protected override void OnUpdatePattern() { currentkTime += Time.deltaTime; if (currentkTime >= idleTime) { ai.Refresh(); } }
protected override void OnUpdatePattern() { ai.currentTarget = ai.GetNextPickUp(); if (!ai.currentTarget) return; ai.Refresh(); ai.meshRenderer.material = ai.currentTarget.meshRenderer.material; }
protected override void OnFixedUpdatePattern() { if (!ai.currentTarget) { ai.Refresh(); return; } Vector3 direction = (ai.currentTarget.transform.position - ai.transform.position).normalized; rigidbody.AddForce(direction * force); }