private void LoadNewBarks(ReactiveBarkType reactiveBarkType, BarkEvent barkEvent) { foreach (BaseNavAi enemy in instantiatedEnemies) { Debug.Log(enemy.gameObject.name); NPCReactiveBark reactiveBark = Utils.GetRequiredComponent <NPCReactiveBark>(enemy.gameObject); reactiveBark.LoadNewBark(reactiveBarkType, barkEvent); } }
public void LoadNewBark(ReactiveBarkType reactiveBarkType, BarkEvent barkEvent) { switch (reactiveBarkType) { case ReactiveBarkType.IdleBark: idleBark = barkEvent; break; case ReactiveBarkType.SpottedBark: spottedBark = barkEvent; break; case ReactiveBarkType.LostBark: lostBark = barkEvent; break; case ReactiveBarkType.NoiseBark: reactiveNoiseBark = barkEvent; break; } }