Example #1
0
    public override void OnDead()
    {
        GoyeCombat1 goye = transform.parent.GetComponent <GoyeCombat1>();

        Destroy(goye.transform.Find("Combat Field").gameObject);
        Camera.main.GetComponent <BasicFollower>().RestoreCameraFollowing();
        goye.GetComponent <EnemySaveData>().Save(false);
    }
Example #2
0
 public GC1_MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
 {
     this.enemy    = enemy;
     cooldownTimer = -1f;
 }
 public GC1_DefenceState(FiniteStateMachine stateMachine, Entity entity, string animName, DefenceStateData stateData, GoyeCombat1 enemy, State defaultNextState = null) : base(stateMachine, entity, animName, stateData, defaultNextState)
 {
     this.enemy      = enemy;
     cooldownTimer   = -1f;
     isCounterAttack = false;
 }
Example #4
0
 //protected bool isFacingToPlayer;
 public GC1_RunState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, walkData)
 {
     this.enemy = enemy;
     //isFacingToPlayer = true;
 }
 public GC1_CombatIdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData)
 {
     this.enemy = enemy;
 }
 public GC1_BattleBeginState(FiniteStateMachine stateMachine, Entity entity, string animName, GoyeCombat1 enemy) : base(stateMachine, entity, animName)
 {
     this.enemy    = enemy;
     isBattleBegin = false;
 }
    //protected float cooldownTimer;

    public GC1_ParryState(FiniteStateMachine stateMachine, Entity entity, string animName, ParryStateData stateData, GoyeCombat1 enemy) : base(stateMachine, entity, animName, stateData)
    {
        this.enemy = enemy;
        //cooldownTimer = -1f;
    }
Example #8
0
 private void Awake()
 {
     combatTrigger = transform.parent.GetComponentInChildren <GC1_CombatTrigger>();
     goyeCombat    = GetComponentInParent <GoyeCombat1>();
     Gulch.GameEventListener.Instance.OnPlayerDeadHandler += OnPlayerDead;
 }
 public GC1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Example #10
0
 public GC1_DefeatState(FiniteStateMachine stateMachine, Entity entity, string animName, GoyeCombat1 enemy) : base(stateMachine, entity, animName)
 {
     this.enemy = enemy;
 }