void PossibleTargetInTrigger(Collider collider) { // If the agent is not in combat task, do nothing. if (_states.GetTask() != EAntTasks.Attack) { return; } // Notify attack script about new target. _attack.AcquireNewTarget(collider.gameObject); // Change to combat state (which may be left immediately, see AgentCombat). if (_states.GetTask() == EAntTasks.Attack) { _states.currentState = EAntStates.Combat; } }
/** * When a collider entered, notify the Attack component. */ void OnTriggerEnter(Collider collider) { _attack.AcquireNewTarget(collider.gameObject); }