Exemple #1
0
    private void Awake()
    {
        detectedState = new DetectedStateRanged(this);
        alertState    = new AlertStateRanged(this);
        patrolState   = new PatrolStateRanged(this);
        attackState   = new AttackStateRanged(this);
        retreatState  = new RetreatStateRanged(this);

        attackState.Start(); // note to self:: Call start on states that needs to be init
        m_sphereCol         = GetComponent <SphereCollider>();
        navMeshAgent        = GetComponent <NavMeshAgent>();
        weaponSwingRenderer = GetComponent <LineRenderer>();
    }
 public AttackAimTowardsRange(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
Exemple #3
0
 public AttackDownTimeRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
 public AttackWindUpRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
Exemple #5
0
 public AttackOnGoingRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }