public void EnterCreature(GameObject creature) { m_InputHandler.ResetControls(); gameObject.transform.SetParent(creature.transform); gameObject.SetActive(false); CreatureController cc = creature.GetComponent <CreatureController>(); InputHandler ih = creature.GetComponent <InputHandler>(); AIBehaviour ai = creature.GetComponent <AIBehaviour>(); cc.SetSpirit(gameObject); cc.CalculateStats(); ih.PlayerControlled = true; ai.ChangeState(ai.GetSpiritState); m_CharacterUI.UpdateBodyInfo(); }
public void Die() { m_Spirit.SetActive(true); m_Spirit.transform.position = transform.position + new Vector3(0, 2); m_Spirit.transform.parent = null; m_CharacterUI.UpdateBodyInfo(); m_InputHandler.PlayerControlled = false; m_InputHandler.ResetControls(); m_AIBehaviour.ChangeState(m_AIBehaviour.GetIdleState); CalculateNormal(); m_CameraBehaviour.SetTarget(m_Spirit); }