private void WanderAround() { if (Movement.GetDirection() == Vector3.zero) { Movement.SetDirection( new Vector3( Dice.Roll(-1f, 1f), 0f, Dice.Roll(-1f, 1f) ).normalized ); } cWanderAroundFor += Time.deltaTime; if (cWanderAroundFor > WanderAroundFor) { cWanderAroundFor = 0f; BonusPriority = 0f; Movement.SetDirection(Vector3.zero); } }
private void StandStill() { Movement.SetDirection(Vector3.zero); }
private void ChasePlayerInLOS() { Movement.SetDirection((LastSeenPlayerLocation - this.transform.position).normalized); }