}//----- // ---------------------------------------------------------------------- void Idle() { if (Vector3.Distance(transform.position, tx_target.position) < fl_chase_range) { NPC_state = en_states.Attack; } }//-----
}//----- // ---------------------------------------------------------------------- private void RechargeHP() { nm_agent.SetDestination(GameObject.Find("Home").transform.position); if (fl_HP > 60) { NPC_state = en_states.Attack; } }//-----
}//----- // ---------------------------------------------------------------------- private void SwitchStates() { if (fl_HP < 30) { NPC_state = en_states.Recharge; } switch (NPC_state) { case en_states.Idle: Idle(); break; case en_states.Recharge: RechargeHP(); break; case en_states.Attack: AttackEnemy(); break; } }//-----
}//----- // ---------------------------------------------------------------------- void Idle() { if (Vector3.Distance(transform.position, GO_target.transform.position) < fl_range) NPC_state = en_states.Patrol; }//-----