public override void OnStateQuit(global::State previousState) { base.OnStateQuit(previousState); CameraManager.Instance.ResetTarget(); CameraManager.Instance.Idle(); }
public override void OnStateEnter(global::State previousState) { base.OnStateEnter(previousState); state = State.Charging; isTired = enemy[StatisticType.Fatigue] >= enemy[StatisticType.MaxFatigue]; t_finishWait = 0; enemy.TurnImmediately(); CameraManager.Instance.ChangeTarget(enemy.gameObject); CameraManager.Instance.Follow(); }