// Use this for initialization protected override void Start() { waterSource = GameObject.Find("Daylight Water"); thirst = 100; health = 100; energy = 100; currentState = ankyState.IDLE; ankyWander = GetComponent <Wander>(); ankyFlee = GetComponent <Flee>(); ankyView = GetComponent <FieldOfView>(); ankyFace = GetComponent <Face>(); ankyFaceEnemy = GetComponent <FaceEnemy>(); ankyPursue = GetComponent <Pursue>(); ankySeek = GetComponent <Seek>(); ankyAgent = GetComponent <Agent>(); anim = GetComponent <Animator>(); // Assert default animation booleans and floats anim.SetBool("isIdle", true); anim.SetBool("isEating", false); anim.SetBool("isDrinking", false); anim.SetBool("isAlerted", false); anim.SetBool("isGrazing", false); anim.SetBool("isAttacking", false); anim.SetBool("isFleeing", false); anim.SetBool("isDead", false); anim.SetFloat("speedMod", 1.0f); // This with GetBool and GetFloat allows // you to see how to change the flag parameters in the animation controller base.Start(); }
void SetState(ankyState newState) { if (currentState != newState) { previousState = currentState; currentState = newState; } }