using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Action/Chase")]
public class ChaseAction : Action
{
[SerializeField]
private float velocity;
public override void Act(FiniteStateMachine fsm)
{
if (!fsm.dic.HasKey("movement")) fsm.dic.SetValue("movement", fsm.GetComponent<IMovable>());
(fsm.dic.GetValue("movement") as IMovable).ChangeVelocity(Vector3.Normalize(fsm.GetTarget().transform.position - fsm.transform.position) * velocity);
}
}