// Use this for initialization void Awake() { agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); audioSource = GetComponent <AudioSource>(); blinkController = GetComponent <BlinkController>(); rend = GetComponentInChildren <Renderer>(); voxelization = GetComponentInChildren <VoxelizationClient>(); headState = HeadSubState.DEACTIVATED; overground = false; invulnerable = false; }
public void ActivateHead() { if (headState == HeadSubState.ACTIVATED) { return; } StopAllCoroutines(); headState = HeadSubState.ACTIVATED; rsc.eventMng.TriggerEvent(EventManager.EventType.WORM_HEAD_ACTIVATED, EventInfo.emptyInfo); StartCoroutine(BlinkHeadActivated()); }
public void DeactivateHead() { if (headState == HeadSubState.DEACTIVATED) { return; } knockOutFx.SetActive(false); StopAllCoroutines(); rsc.eventMng.TriggerEvent(EventManager.EventType.WORM_HEAD_DEACTIVATED, EventInfo.emptyInfo); headState = HeadSubState.DEACTIVATED; }
public void HeadKnockOut() { if (headState == HeadSubState.KNOCKED_OUT) { return; } knockOutFx.SetActive(true); StopAllCoroutines(); headState = HeadSubState.KNOCKED_OUT; rsc.eventMng.TriggerEvent(EventManager.EventType.WORM_HEAD_STUNNED, EventInfo.emptyInfo); StartCoroutine(BlinkHeadKnockOut()); }