protected override void RecalculateState() { // Figure out what state to run if (currentState == ForestGodState.NONE) { currentState = defaultState; } // Start running state switch (currentState) { case ForestGodState.SIT: _activeState = StartCoroutine(Sit()); break; case ForestGodState.SEEK_PLAYER: _activeState = StartCoroutine(SeekPlayer()); break; } }
public void TriggerPlayerAggro() { currentState = ForestGodState.SEEK_PLAYER; recalculateWhenReady = true; }