public void SetState(EnemyCurentState enemyCurentState) { _currentState = enemyCurentState; if (enemyCurentState == EnemyCurentState.Attacking) { canFire = true; } else { StopAllCoroutines(); } }
private void Damage(int dmgAmount) { if (_isInvincible) { return; } _health -= dmgAmount; if (_health <= 0) { _currentState = EnemyCurentState.Dead; Instantiate(_explosion, transform.position, Quaternion.identity); Destroy(gameObject, .5f); } }
private void Start() { anim = GetComponent <Animator>(); _currentState = EnemyCurentState.Idle; }