using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackState : FSMState {
public AttackState(Transform[] ts)
{
state = State.Attack;
wayPonts = ts;
moveSpeed = 120;
turnSpeed = 12;
}
public override void Reason(Transform player, Transform aiObj)
{
float distance = Vector3.Distance(player.position, aiObj.position);
if (distance > attackDistance&&distance<chaseDistance)
{
aiObj.GetComponent<FSMManager>().StateTransition(Transition.SeePlayer);
}
else if (distance > chaseDistance)
{
aiObj.GetComponent<FSMManager>().StateTransition(Transition.LostPlayer);
}
}
public override void Action(Transform player, Transform aiObj)
{
target = player.position;
Quaternion rotation = Quaternion.LookRotation(target - aiObj.position);
aiObj.rotation = Quaternion.Slerp(aiObj.rotation, rotation, Time.deltaTime * turnSpeed);
aiObj.GetComponent<FSMManager>().PlayAttackAnimtion();
}
}
AttackState
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