Creating the Idle state
The enemy object begins in the Idle
state (a "doing nothing" state), which is primarily transitional. In this state, the enemies stand where they are, playing the idle animation. The state is entered once at scene startup, but we'll also return to it when exiting some other states, as an intermediary step before moving onto a new state. Effectively, in this state, the enemy should always play the idle animation just once and then leave the state when the animation is completed. The enemy can further move to the Patrol
state automatically, where they begin searching the scene for the player. This involves a two-step process. First, we'll need to start playing the idle animation as the Idle
state begins. Second, we'll need to be notified when the idle animation has completed, to initiate a change to the Patrol
state. Refer to the following code sample 7-3 for the Idle
state:
01 //-------------------------------------------------- 02 //This coroutine runs when object...