private void OnDestroy() { if (_EvaluateCooldownCoroutine != null) { StopCoroutine(_EvaluateCooldownCoroutine); } _FeelingManager = null; }
protected void Start() { _StateBehaviors[(int)State.Idle] = IdleBehavior; _StateBehaviors[(int)State.Walk] = WalkBehavior; _StateBehaviors[(int)State.Run] = RunBehavior; _StateBehaviors[(int)State.Sit] = SitBehavior; // SETUP FEELINGS _FeelingManager = new FeelingManager(StartingFeelings); // SETUP CharacterInteface = new CharacterInteface(this); }