public Enemy() { _chaseState = new ChaseState(this); _idleState = new IdleState(this); _attackState = new AttackState(this); _patrolState = new PatrolState(this); }
public void Discovery() { if (outViewFied.enabled == true && outViewFied.visibleTargets.Count > 0) { _nowState = _chaseState; _Anim.SetBool("Walk", true); player = outViewFied.visibleTargets[0]; Switch2InView(); //notDiscovered=false; } }
private void Start() { _nowState = GetState(beginState); _navMashAgent = GetComponent <NavMeshAgent>(); _Anim = GetComponent <Animator>(); Switch2OutView(); if (inViewFied.viewRadius > outViewFied.viewRadius) { FieldOfView temp = inViewFied; inViewFied = outViewFied; outViewFied = temp; } }
public void InToAttack() { if (inViewFied.enabled == true) { if (inViewFied.visibleTargets.Count > 0) { _nowState = _attackState; _Anim.SetBool("Attack", true); player = inViewFied.visibleTargets[0]; playerCanbeHit = true; } else { _nowState = _chaseState; _Anim.SetBool("Attack", false); playerCanbeHit = false; } } }
void Start() { currentState = enemyIdle; }