public void OnTriggerEnter(Collider other) { Debug.Log("RUNING"); if (other.tag == "Player") { //EnemyAI.Instance.getDistance(50); Collider[] hitColliders = Physics.OverlapSphere(transform.position, m_Radius); for (int i = 0; i < hitColliders.Length; ++i) { for (int j = 0; j < m_EnemiesToAffect.Length; j++) { if (hitColliders[i].gameObject.CompareTag(m_EnemiesToAffect[j])) { if (hitColliders[i].GetComponent <ChaserEnemyAi>() != null) { //Transform enemy = hitColliders[i].transform; ChaserEnemyAi ai = hitColliders[i].GetComponent <ChaserEnemyAi>(); ai.m_ChaseDist += chaseIncrease; StartCoroutine(setToDefault(ai)); } } } } } }
IEnumerator setToDefault(ChaserEnemyAi ai) { yield return(new WaitForSeconds(m_ChasingTime)); ai.m_ChaseDist -= chaseIncrease; }