public override void Exit(AIState nextState)
 {
     base.Exit(nextState);
     _character.Damageable.OnHit -= OnTakeDamage;
 }
示例#2
0
        private void OnArriveDestination(bool success)
        {
            AIState nextState = success ? _onArrivedTargetState : _onTargetLostState;

            FireReadyToChangeState(nextState);
        }
 public override void Exit(AIState nextState)
 {
     base.Exit(nextState);
     _character.ActionController.CurrentState.OnActionStatusUpdated -= OnActionStatusUpdated;
 }
示例#4
0
 public override void Exit(AIState nextState)
 {
     base.Exit(nextState);
     _npcMoveController.OnArriveDestination -= OnArriveDestination;
     _npcMoveController.SetMoveMode(CharacterMoveMode.Stopped);
 }
示例#5
0
 protected void FireReadyToChangeState(AIState state)
 {
     OnReadyToChangeState?.Invoke(state);
 }
 public override void Exit(AIState nextState)
 {
     base.Exit(nextState);
     _npcTargetManager.OnCurrentTargetSet -= OnCurrentTargetUpdated;
 }
示例#7
0
 public void AddStateToQueue(AIState state)
 {
     _queuedAIStates.Enqueue(state);
 }
 public override void Exit(AIState nextState)
 {
     base.Exit(nextState);
     _character.AnimationController.OnAnimationStateUpdated -= OnAnimationStateUpdated;
 }