protected override void Initialize() { animator = gameObject.GetComponent <Animator>(); enemyAi = animator.gameObject.GetComponent <RandomEnemyAi>(); playerTrans = GameObject.FindGameObjectWithTag("Player").transform; }
// 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(); }
// 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(); }