Inheritance: AiScript
Example #1
0
    void OnTriggerStay2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            zombieAi = transform.parent.GetComponent <ZombieAi>();

            zombieAi.Movement();
        }
    }
    // Use this for initialization
    void Start()
    {
        sR.sprite = null;
        maxBul    = 50;
        Melee     = true;

        ChangeGun(6);

        firepoint2 = transform.FindChild("FirePoint2");
        firePoint  = transform.FindChild("FirePoint");
        zombie     = GameObject.FindGameObjectWithTag("Zombie").GetComponent <ZombieAi>();
        showGun    = false;

        MaximumBul(maxBul);
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ZombieAi zombieAi = animator.gameObject.GetComponent <ZombieAi>();

        zombieAi.SetNextPoint();
    }
Example #4
0
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ZombieAi zombieAi = animator.gameObject.GetComponent <ZombieAi>();

        zombieAi.ToggleWaiting();
    }