protected void SetWalkAnimation() { if (aniState != EnemyAniState.WALK) { animator.SetTrigger("Walk"); aniState = EnemyAniState.WALK; agent.speed = walkSpeed; } }
protected void SetIdleAnimation() { if (aniState != EnemyAniState.IDLE) { animator.SetTrigger("Idle"); aniState = EnemyAniState.IDLE; agent.isStopped = true; } }
protected void SetRunAnimation() { if (aniState != EnemyAniState.RUN) { animator.SetTrigger("Run"); aniState = EnemyAniState.RUN; agent.speed = runSpeed; } }
void Awake() { agent = GetComponent <NavMeshAgent>(); walkSpeed = agent.speed; runSpeed = walkSpeed * 2; animator = GetComponent <Animator>(); animator.SetTrigger("Idle"); aniState = EnemyAniState.IDLE; state = EnemyState.NONE; stateRot = EnemyRot.FORWARD; initMovingPoints(); chunkPos = chunk.position; }