//End an override behaviour. public void KillOverrideBehaviour() { if (usingOverrideBehaviour) { //KillBehaviour automatically calls OnEndBehaviour currentBehaviour.KillBehaviour(); } }
//Kill AI/////////////////////////////////////////////////////////// public void KillAI() { //Check if we can actually do this, to stop errors in wierd edge cases if (this.enabled) { if (combatBehaviour) { combatBehaviour.KillBehaviour(); } if (idleBehaviour) { idleBehaviour.KillBehaviour(); } //Call method on other scripts on this object, in case extra stuff needs to be done when the AI dies. gameObject.SendMessage("OnAIDeath", SendMessageOptions.DontRequireReceiver); //GameObject.Destroy(gameObject, timeUntilBodyIsDestroyedAfterDeath); GameObject.Destroy(gameObject); } }