public override void BehaviourFixedUpdate(Boss boss) { AIInputGenerator ai = (AIInputGenerator)boss.InputGenerator; ai.Reset(); if (boss.State is GroundedPlayerState) { ai.SetAxis("Horizontal", -1.0f); } }
public override void BehaviourFixedUpdate(Boss boss) { if (EntityFactory.Instance.GetPlayer().Inventory.NumWads > 0) { AIInputGenerator ai = (AIInputGenerator)boss.InputGenerator; ai.Reset(); if (!attacking) { boss.StartCoroutine(Punch(ai)); } } else if (!finishing) { boss.StartCoroutine(Finish(boss)); } }