Ejemplo n.º 1
0
    IEnumerator PushPool()
    {
        yield return(new WaitForSeconds(2.0f));

        DestoryEffect();
        //mp, hp 회복구
        //MpSphere.SetActive(true);
        float      mpx       = transform.position.x + Random.Range(-2, 2);
        float      mpz       = transform.position.z + Random.Range(-2, 2);
        float      hpx       = transform.position.x + Random.Range(-2, 2);
        float      hpz       = transform.position.z + Random.Range(-2, 2);
        GameObject MpSphere_ = (GameObject)Instantiate(MpSphere, new Vector3(mpx, MpSphere.transform.position.y, mpz), Quaternion.identity);

        MpSphere_.name = "MpSphere";
        GameObject HpSphere_ = (GameObject)Instantiate(HpSphere, new Vector3(hpx, HpSphere.transform.position.y, hpz), Quaternion.identity);

        HpSphere_.name = "HpSphere";
        yield return(new WaitForSeconds(1.0f));

        isDie              = false;
        thisState          = SkelState.idle;
        thisCanvas.enabled = true;
        hpBar.fillAmount   = 1.0f;
        Hp = 100;
        GetComponent <CapsuleCollider>().enabled = true;
        gameObject.SetActive(false);
    }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     currentState = neutralState;
     #region
     distanceFromTarget = 7f;
     player             = GameObject.FindGameObjectWithTag("Player").gameObject;
     combatManager      = GameObject.FindGameObjectWithTag("CombatManager").gameObject;
     #endregion
 }
Ejemplo n.º 3
0
 void Die()//캔버스 , hp 초기화, 내비게이션 초기화
 {
     thisState = SkelState.die;
     isDie     = true;
     Ani.SetBool("IsTrace", false);
     Ani.SetTrigger("IsDie");
     thisCanvas.enabled = false;
     GetComponent <CapsuleCollider>().enabled = false;
     Navi.isStopped = true;
     StopAllCoroutines();
     StartCoroutine(PushPool());
 }
Ejemplo n.º 4
0
    IEnumerator SkelStateCheck()
    {
        while (!isDie)
        {
            yield return(new WaitForSeconds(0.2f));

            float dist = Vector3.Distance(PlayerTr.position, SkeletonTr.position);
            if (dist <= attackdist)
            {
                thisState = SkelState.attack;
            }
            else if (dist <= tracedist && dist > attackdist)
            {
                thisState = SkelState.trace;
            }
            else
            {
                thisState = SkelState.idle;
            }
        }
    }