public void ProcessEnemyState(EnemyHealthState enemyHealthState, float time) { if (enemyHealthState == EnemyHealthState.Asleep || enemyHealthState == EnemyHealthState.Paralyzed) { StartCoroutine(PerformTimerAnimation(time)); } }
private void SetAnimationAccordingToHealthState(EnemyHealthState enemyHealthState, float time) { if (enemyHealthState == EnemyHealthState.Normal) { HumanoidAnimator.SetTrigger("GetUp"); } else { HumanoidAnimator.SetTrigger("Fall"); } }
private void SetSpriteForState(EnemyHealthState enemyHealthState, float time) { switch (enemyHealthState) { case EnemyHealthState.Asleep: HealthStateSprite.sprite = Asleep; break; case EnemyHealthState.Paralyzed: HealthStateSprite.sprite = Shocked; break; case EnemyHealthState.Dead: HealthStateSprite.sprite = Dead; break; case EnemyHealthState.Normal: HealthStateSprite.sprite = null; break; } }
private void SetHealthState(EnemyHealthState enemyHealthState, float time) { this.enemyHealthState = enemyHealthState; EnemyHealthStateChanged(enemyHealthState, time); }