/// <summary> /// No actions need to be taken on enter.</summary> /// <param name="character"></param> public void EnterState(BaseCharacter character) { }
public void ExitState(BaseCharacter character) { }
public void EnterState(BaseCharacter character) { character.ChaseEndTime = GameTime.time + character.Stats.ChasePersistency.Value; }
public void UpdateState(BaseCharacter character) { }
/// <summary> /// Determine the end time of the alertness period.</summary> /// <param name="character"></param> public void EnterState(BaseCharacter character) { character.TargetedEnemy = null; character.AlertnessEndTime = (GameTime.time + character.Stats.Alertness.MaxValue - character.Stats.Alertness.Value); }