public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _brain = animator.GetComponent <EnemyBrainController>(); _motor = animator.GetComponent <EnemyMotorController>(); _motor.StartRotate(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _combat = animator.GetComponent <RhakCombatController>(); _stats = animator.GetComponent <RhakStatsController>(); _motor = animator.GetComponent <EnemyMotorController>(); _combat.StartBulletHell(); _motor.StartRotate(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _brain = animator.GetComponent <EnemyBrainController>(); _combat = animator.GetComponent <EnemyCombatController>(); _motor = animator.GetComponent <EnemyMotorController>(); _agent = animator.GetComponent <NavMeshAgent>(); _motor.StartFollow(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _brain = animator.GetComponent <EnemyBrainController>(); _combat = animator.GetComponent <SerpentBossCombatController>(); _motor = animator.GetComponent <EnemyMotorController>(); _agent = animator.GetComponent <NavMeshAgent>(); _originalSpeed = _agent.speed; _originalStoppingDistance = _agent.stoppingDistance; _agent.speed = _combat.chargeSpeed; _agent.stoppingDistance = _combat.chargedAttackTriggerDistance; // Select a random target to charge _target = _brain.GetRandomTarget(); _motor.StartFollow(_target); }