public override void Enter(GameObject owner) { Debug.Log("Charging!"); player_ = owner.GetComponent <Boss1AI>().player_; rb2d_ = owner.GetComponent <Rigidbody2D>(); boss1ai_ = owner.GetComponent <Boss1AI>(); }
// Start is called before the first frame update void Awake() { if (GetComponentInParent <Boss1AI>()) { boss1AI = GetComponentInParent <Boss1AI>(); } else { Debug.Log("Tail cant find the boss1AI"); } }
// 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) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { playerAI = animator.gameObject.GetComponent <Boss1AI>(); if (playerAI != null) { Debug.Log("The player name is " + playerAI.name); playerAI.Boss1StartAttack(); playerAI.StartAttack = false; } }
void Start() { AIController = transform.parent.GetComponent <Boss1AI> (); }
public StateMachine(Boss1AI boss) { _boss = boss; }