public override void ChangeToAtkState(Transform monsterTsf, Monster monster, float monsterRadio) { base.ChangeToAtkState(monsterTsf, monster, monsterRadio); m_AtkState.SetLockMonster(monsterTsf, monster, monsterRadio); ChangeState(m_AtkState); }
public override void Init(GameObject player, Wave wave, Monster monster) { base.Init(player, wave, monster); m_SqrTriggerRange = TriggerRange * TriggerRange; }
public override void SetLockMonster(Transform monsterTsf, Monster lockMonster, float radio) { m_NeedCheckNewState = false; base.SetLockMonster(monsterTsf, lockMonster, radio); m_UAV002SkillAct.SetLockMonster(monsterTsf, lockMonster, radio); }
private void Start() { m_Monster = GetComponentInParent <Monster>(); }
public override void Init(GameObject player, Wave wave, Monster monster) { base.Init(player, wave, monster); m_InAnimAct = false; m_InstanceBullet = false; }
public override void Init(GameObject player, Wave wave, Monster monster) { base.Init(player, wave, monster); m_ShieldGo.SetActive(false); m_ShieldGoEffect.SetActive(false); }