예제 #1
0
    protected override void Initialize()
    {
        animator = gameObject.GetComponent <Animator>();

        enemyAi = animator.gameObject.GetComponent <RandomEnemyAi>();

        playerTrans = GameObject.FindGameObjectWithTag("Player").transform;
    }
예제 #2
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        RandomEnemyAi enemyAi = animator.gameObject.GetComponent <RandomEnemyAi>();

        enemyAi.StartChasing();
    }
예제 #3
0
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        RandomEnemyAi enemyAi = animator.gameObject.GetComponent <RandomEnemyAi>();

        enemyAi.ToggleWaiting();
    }