//Acción que realizará este estado public override void Act(GameObject _object) { //Debug.Log(Quaternion.Angle(enem.transform.rotation, Quaternion.Euler(rotationTarget))); Renderer[] r = enem.GetComponentsInChildren <Renderer>(); if (Time.fixedTime % .5 < .2) { vaARenderear = false; } else { vaARenderear = true; } foreach (var item in r) { item.enabled = vaARenderear; } //enem.transform.LookAt(rotationTarget); }
//Acción que realizará este estado public override void Act(GameObject _object) { ///nada ///supongo... :v /// Renderer[] r = enem.GetComponentsInChildren <Renderer>(); if ((Time.deltaTime * 5f) % .5 < .2) { vaARenderear = false; } else { vaARenderear = true; } foreach (var item in r) { item.enabled = vaARenderear; } }