public IEnemyState Conditions(float timeElapsed) { // Search for Target if (Host.SearhForTarget(Host.SearchRange)) { return new ApproachTarget(); } // Start Wandering if(timeElapsed > (Random.value * 5 +1)) { return new IdleWander(); } return null; }
public IEnemyState Conditions(float timeElapsed) { // search for target if (Host.SearhForTarget(Host.SearchRange)) { return(new ApproachTarget()); } // check if IdleTarget is reached if (Host.Distance(false, IdleTarget, Host.transform.position, 0.1f, true)) { return(new IdleStanding()); } return(null); }