using System.Collections;
using UnityEngine;
using UnityEngine.AI;
[CreateAssetMenu(menuName = "CharacterStateMachine/Actions/Roam")]
public class RoamAction : Action
{
public override void StartAct(StateController controller)
controller.StartRoaming();
controller.characterAnimator.SetBool(CharacterAnimator.Params.Interacting, false);
if (controller.SelectedObject)
controller.SelectedObject.IsInteracting = false;
controller.SelectedObject = null;
}
if (controller.IsInteracting)
controller.IsInteracting = false;
public override void Act(StateController controller)
if (controller.Interactor != null && !controller.IsInteracting && InRangeOfInteractor(controller))
controller.AcceptInteraction();
public override void EndAct(StateController controller)
// Debug.Log("Stopping coroutine");
controller.StopRoaming();
private bool InRangeOfInteractor(StateController controller)
return (controller.Interactor.transform.position - controller.transform.position).magnitude < StateController.INTERACT_RANGE;