public override void EnterState(AI _owner) { lancer = _owner.lancer; lancer.StopRun(); //Debug.Log("ENTERING ATTACK STATE"); }
private void OnTriggerEnter(Collider other) { LancerController LC = other.transform.root.GetComponent <LancerController>(); if (LC == null) { return; } LC.EnemyParried(); }
private void Start() { stateMachine = new StateMachine <AI>(this); lancer = GetComponent <LancerController>(); if (lancer.enableAI) { //inits a starting state for the LancerB stateMachine.ChangeState(NeutralState.Instance); gameTimer = Time.time; } }
public override void EnterState(AI _owner) { lancer = _owner.lancer; //Debug.Log("ENTERING FOLLOW STATE"); }
public override void EnterState(AI _owner) { lancer = _owner.lancer; Debug.Log("ENTERING NEUTRAL STATE"); }