IEnumerator startFSM(stateAnim typeState, float time) { enemyAnimation.setState(typeState); yield return(new WaitForSeconds(time)); enableCoroutine = true; randomNumberChooseState = Random.Range(1, 101); if (this.canAttack.CanAttack == true) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } else { if (randomNumberChooseState <= 60) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } else if (randomNumberChooseState > 60 && randomNumberChooseState < 70) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Retreat); } else { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } } }
IEnumerator FMSSkill(stateAnim typeState) { moveDirection = Vector3.zero; // movimento do personagem sempre zerando enemyAnimation.setState(typeState); yield return(null); }
IEnumerator startFSM(stateAnim typeState, float time) { enemyAnimation.setState(typeState); yield return(new WaitForSeconds(time)); enableCoroutine = true; randomNumberChooseState = Random.Range(1, 101); if (this.canAttack.CanAttack == true) { if (this.distanceToPlayer() < 4) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } else { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } } else if (this.canAttack.CanAttack == false && this.raycastEnemy.getIAmCloseFront()) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } else if (this.distanceToPlayer() < 6 && this.canAttack.CanAttack == false && !this.raycastEnemy.getIAmCloseFront()) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } else if (this.raycastEnemy.getIAmCloseFront() && this.raycastEnemy.getIAmCloseBack()) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } else if (!this.raycastEnemy.getIAmCloseFront() && this.canAttack.CanAttack == false) { if (randomNumberChooseState < 50) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } else { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } } else if (!this.raycastEnemy.getIAmCloseFront() && !this.raycastEnemy.getIAmCloseBack()) { if (randomNumberChooseState < 50) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } else { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } } }
IEnumerator fire(stateAnim typeState, float time) { enemyAnimation.setState(stateAnim.knock); activeParticle(); yield return(new WaitForSeconds(time)); desactiveParticle(); }
IEnumerator FMSSkillRun(stateAnim typeState, float time) { moveDirection = Vector3.zero; // movimento do personagem sempre zerando enemyAnimation.setState(typeState); yield return(new WaitForSeconds(time)); enableCoroutine = true; enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Catch); }
IEnumerator startFSM(stateAnim typeState, float time) { enemyAnimation.setState(typeState); // Seta a animaƧao de Correr yield return(new WaitForSeconds(time)); randomNumberChooseState = Random.Range(1, 101); enableCoroutine = true; if (randomNumberChooseState >= 1 && randomNumberChooseState <= 70) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } else if (randomNumberChooseState > 70) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } }
IEnumerator startFMS(stateAnim typeState, float time) { moveDirection = Vector3.zero; // movimento do personagem sempre zerando enemyAnimation.setState(typeState); yield return(new WaitForSeconds(time)); enableCoroutine = true; if (typeState == stateAnim.run) { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Stop); } else { enemyStateMachine.setStateMachineEnemy(StateMachineEnemy.Move); } }
IEnumerator knock(stateAnim typeState) { enemyAnimation.setState(typeState); yield return(null); }
public void setState(stateAnim value) { this.stateEnemyControl = value; this.chargeAnim(); }
IEnumerator startKnock(stateAnim type) { enemyAnimation.setState(type); freeAttack = false; yield return(null); }