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()); }