public override void DoUpdate(PawnBehaviour machine) { if (machine.pawnAI.target == null) { machine.pawnAI.SetTarget(PlayerInputController.Instance.Pawn); } if (machine.LastEnterState + duration < Time.time) { machine.SetState(nextState); } }
public override void EnterState(PawnBehaviour machine) { machine.pawn.Move(0f); machine.pawnMovement.paused = true; machine.pawn.Attack((machine.pawnAI.target.centerOfMass.position - machine.firePoint.position).normalized); }
public override void EnterState(PawnBehaviour machine) { machine.pawnMovement.paused = false; }
public override void OnAttackDone(PawnBehaviour machine) { machine.SetState(nextState); }