//Upon entering state set timer and calculate scatter positions public override void EnterState(FSMAgent agent) { agent.SetTimer(7f); GraphNode g = HW3NavigationHandler.Instance.NodeHandler.ClosestNode(scatterPosition); realScatterPosition = g.Location; agent.SetTarget(realScatterPosition); Vector3 innerPosition = Vector3.Lerp(Vector3.zero, realScatterPosition, 0.8f); realInnerPosition = HW3NavigationHandler.Instance.NodeHandler.ClosestNode(innerPosition + Vector3.left * realScatterPosition.x / 3 + Vector3.down * realScatterPosition.y / 6).Location; }
//EnterState Start timer for scatter state and find the blinky ghost if it exists public override void EnterState(FSMAgent agent) { agent.SetTimer(20f); blinky = GameObject.FindObjectOfType <Blinky>(); }
//Upon entering state, set timer to enter Scatter State public override void EnterState(FSMAgent agent) { agent.SetTimer(20f); }
//Upon entering state, set timer to enter Scatter State public override void EnterState(FSMAgent agent) { agent.SetTimer(10f); agent.SetSpeedModifierNormal(); }
//Upon entering state, set timer to enter Scatter State public override void EnterState(FSMAgent agent) { agent.SetTimer(2f); agent.SetSpeedModifierDouble(); }
//Upon entering state, set timer to enter Scatter State public override void EnterState(FSMAgent agent) { agent.SetTimer(5f); agent.SetSpeedModifierHalf(); }
//Upon entering state, start a timer, set speed modifier to half, and set up animations public override void EnterState(FSMAgent agent) { agent.SetAnimationStateFrightened(); agent.SetSpeedModifierHalf(); agent.SetTimer(12); }