Example #1
0
    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);
            }
        }
    }
Example #2
0
    IEnumerator FMSSkill(stateAnim typeState)
    {
        moveDirection = Vector3.zero;         // movimento do personagem sempre zerando

        enemyAnimation.setState(typeState);

        yield return(null);
    }
Example #3
0
    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);
            }
        }
    }
Example #4
0
    IEnumerator fire(stateAnim typeState, float time)
    {
        enemyAnimation.setState(stateAnim.knock);

        activeParticle();

        yield return(new WaitForSeconds(time));

        desactiveParticle();
    }
Example #5
0
    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);
    }
Example #6
0
    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);
        }
    }
Example #7
0
    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);
        }
    }
Example #8
0
    IEnumerator knock(stateAnim typeState)
    {
        enemyAnimation.setState(typeState);

        yield return(null);
    }
Example #9
0
 public void setState(stateAnim value)
 {
     this.stateEnemyControl = value;
     this.chargeAnim();
 }
Example #10
0
 IEnumerator startKnock(stateAnim type)
 {
     enemyAnimation.setState(type);
     freeAttack = false;
     yield return(null);
 }