private float GetTime(AnimMovesParam anim) { switch (anim) { case AnimMovesParam.attack1: return(1.0f); case AnimMovesParam.attack2: return(1.5f); case AnimMovesParam.death: return(3.4f); case AnimMovesParam.gotHitBody: return(0.3f); case AnimMovesParam.appear: return(2.7f); case AnimMovesParam.disappear: return(4f); default: return(1f); } }
private float GetTime(AnimMovesParam anim) { switch (anim) { case AnimMovesParam.attack1A: return(0.8f); case AnimMovesParam.attack1B: return(1.3f); case AnimMovesParam.attack2: return(1.3f); case AnimMovesParam.death: return(3.4f); case AnimMovesParam.gotHit: return(0.2f); case AnimMovesParam.idleToRubble: return(2.5f); case AnimMovesParam.rubbleToIdle: return(3.6f); default: return(1f); } }
private float GetTime(AnimMovesParam anim) { switch (anim) { case AnimMovesParam.attack1: return(1.0f); case AnimMovesParam.attack2: return(1.3f); case AnimMovesParam.attack3: return(1.6f); case AnimMovesParam.death: return(1.4f); case AnimMovesParam.gotHit: return(0.15f); case AnimMovesParam.goMonster: return(0.2f); case AnimMovesParam.goStatue: return(3f); default: return(1f); } }
private float GetTime(AnimMovesParam anim) { switch (anim) { case AnimMovesParam.attack1: return(1.0f); case AnimMovesParam.attack2: return(1.7f); case AnimMovesParam.death: return(3.4f); case AnimMovesParam.gotHit: return(0.15f); case AnimMovesParam.goPlant: return(0.7f); case AnimMovesParam.goAlive: return(0.7f); default: return(1f); } }
public override float RandomizeAttack() { AnimMovesParam [] temp = { AnimMovesParam.attack1, AnimMovesParam.attack2, AnimMovesParam.attack3 }; AnimMovesParam attack = temp[Random.Range(0, temp.Length)]; m_Animator.SetTrigger(attack.ToString()); return(GetTime(attack)); }
public override float RandomizeAttack() { AnimMovesParam[] temp = { AnimMovesParam.attack1, AnimMovesParam.attack2 }; AnimMovesParam attack = temp[Random.Range(0, temp.Length)]; StartCoroutine(Attack(ReactToPlayer(), attack)); return(GetTime(attack)); }
IEnumerator Attack(float delay, AnimMovesParam attack) { yield return(new WaitForSeconds(delay)); m_Animator.SetTrigger(attack.ToString()); }