using Invector.vCharacterController.AI; using Invector.vCharacterController.AI.FSMBehaviour; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Beyond { public class TargetLockStep : MonoBehaviour { public BaseStepController baseStepController; public GameObject enemyToEnable; public bLockOn lockOn; public vFSMBehaviourController spiderBehaviourController; public vControlAIMelee spiderAiController; private void Start() { baseStepController.OnEvaluationStart += () => { GameStateManager.Instance.SetState(GameStateManager.State.COMBAT); // enemyToEnable.SetActive(true); }; baseStepController.OnCompleted += () => { // GameStateManager.Instance.SetState(GameStateManager.State.NORMAL); // enemyToEnable.SetActive(false); //lockOn.SetLockOnToFalse(); EnableSpiderBehaviour(); }; baseStepController.ConditionsAreMet += () => lockOn.isLockingOn; } public void EnableSpiderBehaviour() { spiderAiController.isImmortal = false; spiderBehaviourController.enabled = true; } } }