public override void OnEnter() { base.OnEnter(); self = this.controller.gameObject; Brain = self.GetComponent <AIFourController>(); Brain.ThirdClick = false; speed = Brain.Speed; }
public override void OnEnter() { base.OnEnter(); Self = this.controller.gameObject; Brain = Self.GetComponent <AIFourController>(); Player = GameObject.FindGameObjectWithTag("Player"); PlayerPos = Player.transform.position; Brain.Attack = false; }
public override void OnEnter() { base.OnEnter(); Self = this.controller.gameObject; SelfTransform = Self.transform; Brain = Self.GetComponent <AIFourController>(); Brain.CheckCol = true; //instante Rock, which has its own moving script MonoBehaviour.Instantiate(Brain.Rock, SelfTransform.position, SelfTransform.rotation); }
public override void OnEnter() { //First part of script is taken from the RockAndDash Script as i thought it would //Be easier to just do this than to change the FSM around to make it do RockandDash twice //then on the second one to go to death base.OnEnter(); Self = this.controller.gameObject; SelfTransform = Self.transform; Brain = Self.GetComponent <AIFourController>(); Brain.CheckCol = true; MonoBehaviour.Instantiate(Brain.Rock, SelfTransform.position, SelfTransform.rotation); }
public override void OnEnter() { base.OnEnter(); Player = GameObject.FindGameObjectWithTag("Player"); Self = this.controller.gameObject; PlayerTransform = Player.transform; SelfTransform = Self.transform; Brain = Self.GetComponent <AIFourController>(); LookDir = (SelfTransform.position - PlayerTransform.position); //Debug.Log(LookDir); Brain.CheckCol = true; }
public RockandDash(T stateName, AIFourController controller, float minDuration) : base(stateName, controller, minDuration) { }
public GoToClickOne(T stateName, AIFourController controller, float minDuration) : base(stateName, controller, minDuration) { }
public CheckClick(T stateName, AIFourController controller, float minDuration) : base(stateName, controller, minDuration) { }
public DashFour(T stateName, AIFourController controller, float minDuration) : base(stateName, controller, minDuration) { }