public override void Setup() { base.Setup(); State = new ExploderState(); State = ExploderState.ActiveFollowingPlayer; myInteractionType = new InteractionType(); myInteractionType = InteractionType.Explosion; }
//Initialize BehaviourFunction public void ActivatePursuit(Vector2 _target) { State = ExploderState.PursuitingTarget; target = _target; }
public override void Reset() { rb.drag = 25; State = ExploderState.ActiveFollowingPlayer; }
private void ToggleToActiveFollowingPlayer() { State = ExploderState.ActiveFollowingPlayer; MoveBackToPlayersArsenal = true; }
private void ToggleToUnactiveFollowingPlayer() { State = ExploderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(RestoreToActiveDuration, ToggleToActiveFollowingPlayer); }
private void ToggleToRecrationState() { State = ExploderState.Recreating; MoveOutFromInteractingWithEnemiesList = true; TimeingManager.SchoudleDelayedFunctionTrigger(RecratingDuration, ToggleToUnactiveFollowingPlayer); }
//ToggleFunctions private void ToggleToExplosionState() { State = ExploderState.Exploding; MoveToInteractingWithEnemiesList = true; TimeingManager.SchoudleDelayedFunctionTrigger(ExplosionDuration, ToggleToRecrationState); }