// 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) { if (boss == null) { boss = animator.GetComponent <VRBoss>(); } attackCalled = false; nextEventAttackTime = Time.time + eventAttackTime; }
public VRBossAttackState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss) { }
public VRBossState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine) { this.Boss = boss; this.bossFSM = stateMachine; }
public VRBossFollowState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss) { }
public VRBossFireballState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss) { }
private void Awake() { boss = GetComponent <VRBoss>(); animator = GetComponent <Animator>(); }
private void Awake() { boss = FindObjectOfType <VRBoss>(); }
public VRBossFSM(VRBoss boss) : base() { this.boss = boss; }
void Start() { capsuleCollider = attackPoint.GetComponent <CapsuleCollider2D>(); boss = GetComponent <VRBoss>(); }
public VRBossIdleState(VRBoss boss, VRBossFSM stateMachine) : base(stateMachine, boss) { }