public void Update() { //If the player is in view then switch to combat if (_fov.IsEnemyInFOV) { _agent.Aggrevate(); } if (_navAgent.remainingDistance <= 1.5f) { _timer += Time.deltaTime; //If the AI have stood still for enough time if (_timer > _timeAtEachSearchPoint) { //Go to next point _timer = 0.0f; _index++; //Sets the next position to go to if (_index < _searchLocations.Length) { _navAgent.SetDestination(_searchLocations[_index]); } //Return to their default state else { GameObject.FindObjectOfType <PlayerController>().IsDetected = false; _agent.ReturnToDefaultState(); } } } }
protected override void OnDamage() { //Aggrevate Enemies on hit. _aiAgent.Aggrevate(); }