Beispiel #1
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    public SME1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
    {
        this.enemy    = enemy;
        cooldownTimer = -1f;

        animLoopName = animBoolName + "_loop";
    }
    public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
    {
        this.enemy           = enemy;
        this.chargeStateData = chargeStateData;

        cooldownTimer = -1;
    }
    void OnEnable()
    {
        Gulch.GameEventListener.Instance.OnPlayerDeadHandler += OnPlayerDead;

        slowMutantElite = transform.parent.parent.GetComponent <SlowMutantElite1>();
        isAwake         = slowMutantElite.isAwake;
    }
Beispiel #4
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    void Start()
    {
        slowMutantElite = transform.parent.parent.GetComponent <SlowMutantElite1>();
        isAwake         = slowMutantElite.isAwake;

        if (isAwake)
        {
            Destroy(gameObject);
        }
    }
Beispiel #5
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    public SME1_StageTwoTentacleAttackState(FiniteStateMachine stateMachine, Entity entity, string animName, MeleeAttackStateData tentacleStateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName)
    {
        cooldownTimer   = -1f;
        this.data       = tentacleStateData;
        this.enemy      = enemy;
        attackTentacles = new List <int>();

        combatData                  = new CombatData();
        combatData.damage           = data.damage;
        combatData.stunDamage       = data.stunDamage;
        combatData.knockbackDir     = data.knockbackDir;
        combatData.knockbackImpulse = data.knockbackImpulse;
        combatData.stunDamage       = data.stunDamage;
        combatData.from             = enemy.aliveGO;
        combatData.isParryDamage    = false;

        for (int i = 0; i < 4; i++)
        {
            enemy.SnakeHeads[i].tentacleAttackStage = this;
        }
    }
Beispiel #6
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 public SME1_TransformState(FiniteStateMachine stateMachine, Entity entity, string animName, SlowMutantElite1 enemy) : base(stateMachine, entity, animName)
 {
     this.enemy = enemy;
 }
Beispiel #7
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 public SME1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, walkData)
 {
     this.enemy = enemy;
 }
Beispiel #8
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 //protected bool isFlip;
 public SME1_FlipState(FiniteStateMachine stateMachine, Entity entity, string animName, State defaultPrevState, SlowMutantElite1 enemy) : base(stateMachine, entity, animName)
 {
     this.enemy            = enemy;
     this.defaultPrevState = defaultPrevState;
 }
Beispiel #9
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 public SME1_StageTwoFlipState(FiniteStateMachine stateMachine, Entity entity, string animName, State defaultPrevState, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, defaultPrevState, enemy)
 {
 }
 public SME1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Beispiel #11
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 public SME1_EvadeState(FiniteStateMachine stateMachine, Entity entity, string animName, EvadeStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData)
 {
     this.enemy    = enemy;
     cooldownTimer = -1f;
 }
 public SME1_StageTwoIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData)
 {
     this.enemy = enemy;
     SetFlipAfterIdle(false);
 }