// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { client.mesa = client.currentTask.Coordinates.GetComponent <Mesa>(); client.agent.isStopped = false; client.world.genteEnCola--; client.CalculateNavPos(client.mesa.asiento.position); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { going = (0.4 < Random.Range(0, 1)); if (going) { currentPoint = 0; client.CalculateNavPos(client.world.calle[currentPoint].position); } else { currentPoint = client.world.calle.Count - 1; client.CalculateNavPos(client.world.calle[currentPoint].position); } currentTime = Random.Range(0, checkTime); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("Sentado", false); client.agent.enabled = true; client.agent.isStopped = false; client.CalculateNavPos(client.world.calle[4].transform.position); client.world.genteDentro--; }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} void checkColaFirst() { bool check = false; while (actualPos < client.world.cola.Count && !check) { if (!client.world.cola[actualPos].ocupado) { check = true; } else { actualPos++; } } if (check) { client.CalculateNavPos(client.world.cola[actualPos].transform.position); cola = client.world.cola[actualPos]; cola.cliente = client; cola.ocupado = true; } }