Ejemplo n.º 1
0
 private void ResetState()
 {
     gameObject.transform.DOMove(originalPosition, (originalPosition - gameObject.transform.position).magnitude / jumpSpeed)
     .SetEase(Ease.InQuad)
     .OnComplete(() => {
         currentState = DataTypes.Constants.EnemyStates.Resting;
     });
 }
Ejemplo n.º 2
0
    private IEnumerator ResetState()
    {
        yield return(new WaitForSeconds(stayOnGround));

        gameObject.transform.DOMove(originalPosition, (originalPosition - gameObject.transform.position).magnitude / resetSpeed)
        .OnComplete(() => {
            currentState = DataTypes.Constants.EnemyStates.Resting;
        });
    }
Ejemplo n.º 3
0
 private void BeginAttack(GameObject target)
 {
     currentState = DataTypes.Constants.EnemyStates.Attacking;
     gameObject.transform
     .DOMove(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + hoverDistance, gameObject.transform.position.z), hoverTime)
     .SetEase(Ease.OutQuad)
     .OnComplete(() =>
     {
         StartCoroutine(ChargePlayer(target.transform));
     });
 }
Ejemplo n.º 4
0
    private void BeginAttack()
    {
        if (!hasHoleAppeared)
        {
            moleHole.DOMove(new Vector3(moleHole.position.x, moleHole.position.y + popupDistance, moleHole.position.z), pause);
            hasHoleAppeared = true;
        }

        currentState = DataTypes.Constants.EnemyStates.Attacking;

        gameObject.transform
        .DOMove(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + popupDistance, gameObject.transform.position.z), pause)
        .SetEase(Ease.OutQuad)
        .OnComplete(() =>
        {
            StartCoroutine(HighJump());
        });
    }