public override void Scare(AICharacterControl context)
 {
     context.SetState(new AICharacterStateStand());
     context.IsScared = true;
     context.playerController.Tell("Kelly", "Oh...I'm so scared");
     context.moveState = MoveState.Stand;
 }
 public virtual void Kill(AICharacterControl context)
 {
     context.IsDead = true;
     context.SetState(new AICharacterStateDead());
     context.playerController.Tell("Kelly", "I'm...sorry...I...failed...");
     context.Skeleton.SetActive(true);
     context.Body.SetActive(false);
     context.moveState = MoveState.Stand;
 }
 public override void TalkTo(AICharacterControl context)
 {
     if (!context.IsDead)
         context.IsScared = false;
         context.moveState = MoveState.Follow;
         context.SetState(new AICharacterStateFollow());
 }
 public override void Injure(AICharacterControl context)
 {
     context.SetState(new AICharacterStateStand());
     context.playerController.Tell("Kelly", "This...thing hit me! I'm not feeling well...");
     context.IsInjured = true;
 }
 public override void Abandon(AICharacterControl context)
 {
     context.SetState(new AICharacterStateDead());
     context.IsDead = true;
 }
 public override void Heal(AICharacterControl context)
 {
     context.SetState(new AICharacterStateFollow());
 }