private IEnumerator ResetAnimationBool(float a_fTime) { yield return(new WaitForSeconds(a_fTime)); m_aAttackAnimator.SetBool("Attack", false); ShowSelfRenderers(); m_goAttackRef.SetActive(false); m_eAnimationStage = eAIEnemyAnimationStage.AIANIM_IDLE; }
public void Still() { if (m_eAnimationStage != eAIEnemyAnimationStage.AIANIM_ATTACK) { if (m_eAnimationStage != eAIEnemyAnimationStage.AIANIM_IDLE) { DisableAllRefs(); m_goIdleRef.SetActive(true); m_eAnimationStage = eAIEnemyAnimationStage.AIANIM_IDLE; } } }
public void Run() { if (m_eAnimationStage != eAIEnemyAnimationStage.AIANIM_ATTACK) { if (m_eAnimationStage != eAIEnemyAnimationStage.AIANIM_RUN) { DisableAllRefs(); m_goRunRef.SetActive(true); m_eAnimationStage = eAIEnemyAnimationStage.AIANIM_RUN; } } }
public void Attack() { if (m_aAttackAnimator == null) { m_aAttackAnimator = m_goAttackRef.GetComponent <Animator>(); } if (m_eAnimationStage != eAIEnemyAnimationStage.AIANIM_ATTACK) { m_eAnimationStage = eAIEnemyAnimationStage.AIANIM_ATTACK; m_aAttackAnimator.SetBool("Attack", true); m_goAttackRef.SetActive(true); HideSelfRenderers(); StartCoroutine(ResetAnimationBool(1.0f)); } }