void shooting( ) { Vector3 diff = _player.transform.position - transform.position; _rb.velocity = diff.normalized * 0; _shot_time += Time.deltaTime; if (_shot_time >= 1 && !_shot) { _sound.playSE("shoter_attack"); //SE_e_shooterAttack.Play(); Instantiate(_bullet, transform.position, Quaternion.identity); _shot = true; } if (_shot_time >= 2) { _state = STAET.STATE_MOVE; //_anim.SetBool( "walk", true ); _shot_time = 0; _shot = false; } }
void attack( ) { _sound.playSE("sword_attack"); //SE_e_nearAttack.Play(); _attack_count += Time.deltaTime; _rb.velocity = Vector2.zero; if (_state == STATE.STATE_ATTACK && _attack_count > _anim.GetCurrentAnimatorStateInfo(0).length) { Vector2 distance = _player.transform.position - transform.position; if (distance.magnitude < ATTCK_RANGE) { _player.GetComponent <plyaer> ().damage(POWER); } _state = STATE.STATE_MOVE; _anim.SetBool("attack", false); _attack_count = 0.0f; } }