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using Koptilnya.StateMachine;
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using Mirror;
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using UnityEngine;
namespace Characters.Enemy.States
{
public class ChaseState : State<EnemyState>
{
private readonly Enemy _enemy;
public ChaseState(Enemy enemy) : base(EnemyState.Chase)
{
_enemy = enemy;
}
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[ServerCallback]
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public override void Enter()
{
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_enemy.SetSpeedMul(1f);
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_enemy.SetAimRigWeight(1f);
}
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[ServerCallback]
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public override void Update()
{
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_enemy.agent.destination = _enemy.targetTransform.position;
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var distanceToTarget = _enemy.DistanceToTarget;
if (distanceToTarget < _enemy.aggressionDistance)
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{
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_enemy.aimTransform.position = _enemy.targetTransform.position + _enemy.targetTransform.up * 1.2f;
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if (distanceToTarget < 1f)
{
_enemy.ChangeState(EnemyState.Attack);
}
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}
else
{
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_enemy.ChangeState(EnemyState.Idle);
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}
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_enemy.targetTransform = _enemy.GetClosestTarget();
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}
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[ServerCallback]
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public override void Exit()
{
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_enemy.targetTransform = null;
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_enemy.SetAimRigWeight(0f);
}
}
}