void AttackMaking() { if (CanAttackArea) { DoAttackTimer = true; } else if (!CanAttackArea) { DoAttackTimer = false; } if (DoAttackTimer) { if (!CanAttack) { if (_animStateInfo.IsName("Ilde")) { AtkTimer += Time.deltaTime; if (AtkTimer > AtkMax) { CanAttack = true; AtkTimer = 0; } } } } if (CanAttack) { CanAttack = false; _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Attack; _anim.SetTrigger("DoAttk"); } }
void SettingSystem() { CanAttackArea = false; DoAttackTimer = false; CanAttack = false; Died = false; HasHurt = false; HasAlreadyGetHurt = false; HasPlayDeadAnimation = false; HaveDestroyObject = false; Health = Random.Range(2, 4); _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Ilde; HasCreateMeatBefore = false; AtkMax = Random.Range(3, 6); HasCreateHurtEffectbefore = false; }
// Moving Function is mainly used for setting Moving Function void MovingFunctionMaking() { if (_player != null) { _navMesh.SetDestination(_player.position); } if (_navMesh.remainingDistance >= 3.69f) { _anim.SetBool("Moving", true); _anim.ResetTrigger("DoAttk"); _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Walking; CanAttackArea = false; } else if (_navMesh.remainingDistance < 4f) { _anim.SetBool("Moving", false); _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Ilde; CanAttackArea = true; } }