private float waitToAttack = 2f; //this keeps the boss from repeatedly attacking public override void OnBegin(BossController boss) { base.OnBegin(boss); //alert console of pursuit //Debug.Log("I'm pursuing"); }
public override void OnBegin(BossController boss) { base.OnBegin(boss); //alert console to attacking and start the attack animation //Debug.Log("I'm a firing my lazer..."); boss.agent.speed = 0f; boss.audioSource.PlayOneShot(boss.attackPrep3); boss.animator.Play("powers_anim_bossAttack3"); }
public override void OnBegin(BossController boss) { base.OnBegin(boss); //alert console to attacking and start the attack animation //Debug.Log("I'm stomping..."); boss.agent.speed = 0f; //play animation and sfx boss.animator.Play("powers_anim_bossAttack1"); boss.audioSource.PlayOneShot(boss.attackPrep1, 0.6f); }
public override void OnBegin(BossController boss) { base.OnBegin(boss); //alert console to attacking and start the attack animation //.Log("I'm charging..."); //play prep animation and sfx boss.animator.Play("powers_anim_bossAttack2Prepare"); boss.audioSource.PlayOneShot(boss.attackPrep2, 0.6f); attackTime = 5; //this makes the attack last 5 seconds boss.agent.speed = 0f; boss.agent.stoppingDistance = 0.1f; //change stopping distance so boss runs into player }
/// This method is called when switching to this state. /// <param name="boss"></param> public virtual void OnBegin(BossController boss) { this.boss = boss; }
public override void OnBegin(BossController boss) { base.OnBegin(boss); }