public override void OnExit(GameObject gameObject) { if (_agent) { _agent.ResetPath(); _agent.isStopped = false; } AIBrain brain = gameObject.GetComponent <AIBrain>(); if (brain) { brain.QueueState(new SearchNearby(_pointOfInterest, 5.0f, 20.0f)); } _currentPhase = StatePhase.INACTIVE; }
public override void OnExit(GameObject gameObject) { if (_agent) { _agent.ResetPath(); _agent.isStopped = false; } if (weapon) { weapon.ResetAiming(); } AIBrain brain = gameObject.GetComponent <AIBrain>(); if (brain) { brain.QueueState(new SearchNearby(_lastKnownPosition, 10.0f, 45.0f)); } _currentPhase = StatePhase.INACTIVE; }