public void Exit() { Debug.Log("Exit chase"); this.enabled = false; Vector3Int nextNode = tilemap.WorldToCell(targetObject.position); change = GetComponent <Change_the_world>(); TileBase tbb = tilemap.GetTile(nextNode); if (tbb == TileToHide) { change.Enter(); } }
void Start() { stateList = new List <StateMachine>(); chaser = GetComponent <Chaser>(); dis = GetComponent <Guard>(); change = GetComponent <Change_the_world>(); states = new StateMachine(chaser); states2 = new StateMachine(dis); states3 = new StateMachine(change); stateList.Add(states); stateList.Insert(1, states2); stateList.Insert(2, states3); stateList[0].currentState.Exit(); stateList[1].currentState.Exit(); stateList[2].currentState.Exit(); }