/// <summary> /// Inicializa o estado quando o inimigo é criado. /// </summary> public override void StartState() { rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); enemyAI = GetComponent <EnemyStormAI>(); shootAnimHash = Animator.StringToHash(shootAnimTrigger); heavyAnimHash = Animator.StringToHash(animHeavyTrigger); agent = GetComponent <NavMeshAgent>(); }
/// <summary> /// /// </summary> public override void StartState() { agent = GetComponent <NavMeshAgent>(); anim = GetComponent <Animator>(); enemyAI = GetComponent <EnemyStormAI>(); if (patrolPositions.Length > 0) { enemyAI.SetTarget(patrolPositions[activePatrolPos]); } animMovingHash = Animator.StringToHash(animMovingTrigger); agent.speed = walkSpeed; }