public override void Update() { BaseBuilding target = Entity.GoToTarget(); if (target != null) { WaitChanged?.Invoke(this, EventArgs.Empty); StateMachine.ChangeState(CharacterActionEnum.MoveToTarget); return; } if (Wait < 1) { WaitChanged?.Invoke(this, EventArgs.Empty); return; } Entity.Upset(); StateMachine.ChangeState(CharacterActionEnum.Upsetted); }
private void OnStateEntered(object sender, System.EventArgs e) { stateEntered = Time.time; WaitChanged?.Invoke(this, EventArgs.Empty); }