49 lines
1.2 KiB
C#
49 lines
1.2 KiB
C#
using System;
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using UnityEngine;
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namespace DefaultNamespace.FSM
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{
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[Serializable]
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public class PlayerDetectedState : IState
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{
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[SerializeField] private float _radius;
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private GameObject _owner;
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private PlayerController _playerController;
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public PlayerDetectedState(GameObject owner, PlayerController player, float radius)
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{
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_owner = owner;
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_playerController = player;
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_radius = radius;
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}
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public void Enter(IFiniteStateMachine ctx)
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{
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}
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public void Update(IFiniteStateMachine ctx)
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{
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// get distance to player
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float distance = Vector3.Distance(_owner.transform.position, _playerController.transform.position);
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// compare to radius
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if (distance < _radius)
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{
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// set to is in range state
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Debug.Log("Player is in range");
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}
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else
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{
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// set to is out of range state
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Debug.Log("Player is out of range");
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}
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}
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public void Exit(IFiniteStateMachine ctx)
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{
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}
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}
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} |