void pushed() { if (Vector3.Distance(Player_Pos.position, this.transform.position) >= pushDist) { currentState = Bee_State.moveTowards; } }
// Start is called before the first frame update void Start() { //Makes Player useable and gets its transfroms. Player = GameObject.FindGameObjectWithTag("Player"); Player_Pos = Player.transform; //Start with approach state. currentState = Bee_State.moveTowards; }
void retreat() { //Look at player transform.LookAt(Player_Pos); //move towards players transform.position -= transform.forward * moveSpeed * Time.fixedDeltaTime; if (Vector3.Distance(Player_Pos.position, this.transform.position) >= stingDist) { currentState = Bee_State.moveTowards; } }
void OnTriggerEnter(Collider collision) { if (collision.tag == "Player") { currentState = Bee_State.retreat; // damage player collision.GetComponent <Player_v5>().DamagePlayer(3); } if (collision.tag == "Shield") { shieldPush(); currentState = Bee_State.pushed; } }