private void Start() { anim = GetComponent <Animator>(); movement = GetComponent <DemonMovement>(); player = GameManager.GetInstance().GetPlayer().GetComponent <PlayerMovement>(); laser = transform.GetChild(0).gameObject; laser.SetActive(false); fireBall = Resources.Load <GameObject>("Prefabs/FX/BigFireBall"); explode = Resources.Load <GameObject>("Prefabs/FX/Explode"); warning = Resources.Load <GameObject>("Prefabs/FX/Warning"); laserInterval = 0; summonInterval = 0; energyInterval = 0; }
public DemonRetreatState(DemonMovement demonMovement, Transform roarPos) { this.demonMovement = demonMovement; this.roarPos = roarPos; }
protected override void Awake() { base.Awake(); demonAnimator = GetComponent <DemonAnimator>(); demonMovement = GetComponent <DemonMovement>(); }
public DemonRestState(DemonMovement demonMovement, Transform restPos) { this.demonMovement = demonMovement; this.restPos = restPos; }
public DemonChaseState(Demon demon, DemonMovement demonMovement) { this.demon = demon; this.demonMovement = demonMovement; }
public DemonRoarState(Demon demon, GameObject roarEffect, DemonMovement demonMovement) { this.demon = demon; this.roarEffect = roarEffect; this.demonMovement = demonMovement; }
public DemonFlyBeginPosState(DemonMovement demonMovement, Transform beginPos) { this.demonMovement = demonMovement; this.beginPos = beginPos; }