private void FinishAttack() { if (melee.GetDistance(melee.player.transform.position) <= melee.distanceToChase) { melee.ChangeState(melee.chase); } if (melee.GetDistance(melee.player.transform.position) >= melee.distanceToChase) { melee.ChangeState(melee.patrol); } }
public override void Execute() { if (melee.GetDistance(patrolPoint) < distanceToPoint) { AssignRandom(); } if (melee.GetDistance(melee.player.transform.position) <= melee.distanceToChase) { melee.ChangeState(melee.chase); } }
public override void Execute() { melee.enemy_navmesh.SetDestination(melee.player.transform.position); if (melee.GetDistance(melee.player.transform.position) >= melee.distanceToChase) { melee.ChangeState(melee.patrol); } if (melee.GetDistance(melee.player.transform.position) <= melee.distanceToAttack) { melee.ChangeState(melee.attack); } }