/// <summary> Check if the Next Target is a Air Target</summary> private void CheckAirTarget() { if (NextWayPoint != null && NextWayPoint.PointType == WayPointType.Air) //If the animal can fly, there's a new wayPoint & is on the Air { Debuging(name + ": NextTarget is AIR", NextTarget.gameObject); animal.State_Activate(StateEnum.Fly); FreeMove = true; } }
/// <summary>Enables the Zone using the State</summary> private void ActivateStateZone() { switch (stateAction) { case StateAction.Activate: CurrentAnimal.State_Activate(stateID); break; case StateAction.AllowExit: if (CurrentAnimal.ActiveStateID == stateID) { CurrentAnimal.ActiveState.AllowExit(); } break; case StateAction.ForceActivate: CurrentAnimal.State_Force(stateID); break; case StateAction.Enable: CurrentAnimal.State_Enable(stateID); break; case StateAction.Disable: CurrentAnimal.State_Disable(stateID); break; default: break; } StatModifier.ModifyStat(AnimalStats); AlignAnimal(); OnZoneActivation.Invoke(); }