// Use this for initialization void Start() { EventHandler.AddListener(EEventID.EVENT_DESTROY_ENEMY, OnEventDestroy); rate = 0; index = 0; if (pathPoints.Length > 1) { time = Vector2.Distance(pathPoints[0], pathPoints[1]); } speed = 0; m_subState = EnemySubState.FORWARD; if (b_stationary) { m_state = EnemyState.STOP; } else { m_state = EnemyState.MOVE; } startPos = transform.position; endPos = transform.position; OriginalPathPoints = pathPoints; m_ptrBlockersList = new List <GameObject>(); }
void ReverseEnemySubState() { if (m_subState == EnemySubState.FORWARD) { m_subState = EnemySubState.REVERSE; transform.localScale = new Vector3(-1 * this.transform.localScale.x, this.transform.localScale.y, this.transform.localScale.z); } else if (m_subState == EnemySubState.REVERSE) { m_subState = EnemySubState.FORWARD; transform.localScale = new Vector3(-1 * this.transform.localScale.x, this.transform.localScale.y, this.transform.localScale.z); } }