// Use this for initialization void Start() { fOV = GetComponent <FieldOfView>(); patrol = GetComponent <PatrolV2>(); chase = GetComponent <Chase>(); agent = GetComponent <NavMeshAgent>(); playerInSight = false; playerLost = false; chasing = false; waiting = false; rotating = false; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { moveToPoint = animator.gameObject.GetComponent <MoveToPoint>(); patrol = animator.gameObject.GetComponent <PatrolV2>(); animator.gameObject.GetComponent <EnemyAI>().RaisePatrolEvent(); }