// Update is called once per frame void Update() { if (zombieHealt.GetHealth() <= 0 && !isDead) { WaveSpawner.EnemiesAlive--; SetState(ZombieState.Dead); } switch (zombieState) { case ZombieState.Dead: KillZombie(); break; case ZombieState.Attack: Attack(); break; case ZombieState.Run: SearchForTarget(); break; case ZombieState.Idle: SearchForTarget(); break; } }
// Update is called once per frame void Update() { if (zombieHealt.GetHealth() <= 0) { SetState(ZombieState.Dead); } switch (zombieState) { case ZombieState.Dead: KillZombie(); break; case ZombieState.Attack: Attack(); break; case ZombieState.Walk: SearchForTarget(); break; case ZombieState.Idle: SearchForTarget(); break; default: break; } }