private void OnTriggerEnter2D(Collider2D other) { if (_state != EoP_State.FollowPlayer || other.GetComponent <PlayerAreaDamage>() == null) { return; } _state = EoP_State.Acquire; OnEnterAcquireState(); }
private void Start() { _state = EoP_State.Detach; OnEnterDetachState(); }
private IEnumerator ChangeToFollowPlayerStateCoroutine() { yield return(new WaitForSeconds(followPlayerDelay)); _state = EoP_State.FollowPlayer; }