public override void Stay(EnemyTank enemy) { enemy.LookTarget(enemy.player); enemy.ShootTarget(); if (enemy.currentHealth <= 0) { enemy.ChangeState(EnemyState.Die); } if (enemy.DistanceToPalyer() > enemy.property.AttackRange) { enemy.ChangeState(EnemyState.Aware); } }
public override void Stay(EnemyTank enemy) { //enemy.RotateTarget(enemy.gameObject, enemy.player, enemy.property.RotateSpeed); enemy.RotateTarget(enemy.EnemyHead, enemy.player, enemy.property.HeadRotSpeed, out float angle); enemy.TraceTarget(enemy.player); enemy.ShootTarget(); if (enemy.currentHealth <= 0) { enemy.ChangeState(EnemyTankState.Die); } if (enemy.DistanceToPalyer() > enemy.property.AttackRange) { enemy.ChangeState(EnemyTankState.Aware); } }