Beispiel #1
0
 public void SetupStateController(EntityStats objectStats, State state, ReactionStates _reactionStates, bool bActivateStateController = true)
 {
     reactionStatesContainer = _reactionStates;
     SetupStateController(objectStats, bActivateStateController);
     currentState = state;
     TransitionToState(state);
 }
Beispiel #2
0
    public void SetupStateController(bool bActivateStateController, EntityStats objectStats, State state, ReactionStates _reactionStates, Transform _waypointHolder = null, bool bPutWaypointsIntoArray = true)
    {
        bStateControllerActive  = bActivateStateController;
        entityStats             = objectStats;
        reactionStatesContainer = _reactionStates;
        waypointHolder          = _waypointHolder;
        if (bPutWaypointsIntoArray)
        {
            GetWaypoints();
        }

        currentState = state;
        TransitionToState(state);
    }
Beispiel #3
0
 protected virtual void Awake()
 {
     animator            = GetComponent <Animator>();
     alive               = true;
     hitFlashTimer       = 0f;
     entity              = this.GetComponent <Entity>();
     enemyState          = EnemyStates.Idle;
     combatState         = CombatStates.None;
     reactionState       = ReactionStates.None;
     player              = GameObject.Find("Player");
     knockbackModifier   = 1f;
     ogMaxVelocity       = maxVelocity;
     ogAttackRange       = attackRange;
     elapsedApproachTime = 0;
     alliedWithPlayer    = true;
     // if standard enemy, set chances
     //guardChance = 15;
     //counterAttackChance = 0;
     //dodgeChance = 0;
     hitPlayer                    = false;
     maxHP                        = hp;
     startingPosition             = this.transform.position;
     enemyMan                     = GameObject.Find("EnemyManagerGO").GetComponent <EnemyManager>();
     attackAudioPlayed            = false;
     hitsTakenRecently            = 0;
     increasedReactionWindowTimer = 1.5f;
     initialIRWT                  = increasedReactionWindowTimer;
     irwtChance                   = 0;
     irwGuardChance               = 0;
     irwDodgeChance               = 0;
     irwCounterAttackChance       = 0;
     irwType                      = "dodge";
     ogAtStartup                  = atStartup;
     enemyLight                   = null;
     lit      = false;
     stunTime = 0;
     glower   = false;
     ignoreAxisConstraints = false;
 }