override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; currScatterTime = 0.0f; currPosIndex = 0; ghost.MoveTo(ghost.CornerPositions[0].position); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; ghost.MoveTo(Player.instance.transform.position); currUpdateTime = 0.0f; currChaseTime = 0.0f; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; ghost.isRetreating = true; ghost.MoveTo(MapInfo.CageExit); movingToCageExit = true; movingToCagePos = false; ghost.SpriteAnimator.SetBool("is_retreating", true); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = !player ? Player.instance : player; tilemap = !tilemap ? MapInfo.CollisionMap : tilemap; pathfinding = !pathfinding ? Pathfinding.instance : pathfinding; ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; ghost.MoveTo(player.transform.position); currUpdateTime = 0.0f; currChaseTime = 0.0f; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; ghost.isFrightened = true; currScaredTime = 0.0f; currPosIndex = 0; ghost.MoveTo(ghost.CornerPositions[0].position); ghost.CurrentSpeed = ghost.ScaredSpeed; ghost.SpriteAnimator.SetBool("is_frightened", true); ghost.SpriteAnimator.SetBool("is_flashing", true); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; tilemap = !tilemap ? MapInfo.CollisionMap : tilemap; // The following line is weird, but is done because of lazyness to make it work // with the line in OnStateUpdate: "isMovingDown = !isMovingDown" isMovingDown = !ghost.StartMovingDownInCage; animator.SetBool("is_retreating", false); if (!ghost.StartInCage) { animator.SetBool("is_chasing", true); animator.SetBool("is_in_cage", false); } ghost.CurrentSpeed = ghost.ScaredSpeed; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ghost = !ghost?animator.GetComponent <GhostAI>() : ghost; ghost.MoveIgnoreCollision(new Vector3[] { MapInfo.CageCenter, MapInfo.CageExit }); }