Beispiel #1
0
    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);
        }
    }
Beispiel #2
0
    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);
        }
    }
Beispiel #3
0
    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);
        }
    }
Beispiel #4
0
    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);
        }
    }
Beispiel #5
0
    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));
    }
Beispiel #6
0
    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));
    }
Beispiel #7
0
    IEnumerator Attack(float delay, AnimMovesParam attack)
    {
        yield return(new WaitForSeconds(delay));

        m_Animator.SetTrigger(attack.ToString());
    }