public void ToPatrolState() { enemy.SetPriorityPatrol(true); enemy.PriorityPatrolSetup(); soundStarted = false; enemy.currentState = enemy.patrolState; }
void Updating() { if (!soundsStarted) { soundsStarted = true; StartCoroutine("ChaseSound"); } enemy.ChasePlayer(); if (enemy.gameObject.name == "Enemy (1)") { Debug.Log("this should be called"); } //TRANSITIONS GO HERE if (!enemy.PlayerDetected() && !enemy.PlayerInFieldOfView()) { enemy.SetPriorityPatrol(true); enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("patrol", true); ToPatrolState(); } else if (enemy.EnemyIsTooClose()) { GetComponent <Rigidbody>().AddForce(-transform.forward * 5, ForceMode.Impulse); } else if (enemy.EnemyIsWithinAllowableBounds() && enemy.PlayerInFieldOfView()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("engarde", true); ToEngardeState(); } else { ToChaseState(); } }