﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FindUnitScript : BaseEnemyAction
{
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateEnter(animator, stateInfo, layerIndex);
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (enemy.currentTarget == null)
        {
            enemy.currentTarget = GameObject.FindGameObjectWithTag("Player");
        }
        if (enemy.currentTarget != null)
        {
            animator.SetBool("hasTarget", true);
        }
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {

    }
}
