- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [CreateAssetMenu(menuName = "Finite State Machine/Action/Investigate")]
- public class Investigate : Action
- {
- [SerializeField] private string timerName;
- [SerializeField] private float time;
- public override void Act(FiniteStateMachine fsm)
- {
-
- if (!fsm.floatDictionary.HasKey(timerName)) fsm.floatDictionary.SetValue(timerName, time);
-
- if (fsm.GetAgent().IsAtDestination())
- {
- Debug.Log(fsm.animationController.animator);
- fsm.floatDictionary.SetValue(timerName, fsm.floatDictionary.GetValue(timerName) - Time.deltaTime);
-
- fsm.animationController.animator.SetBool("Idle", true);
- }
- }
- }