// Update is called once per frame void Update() { switch (eMoveState) { case BossMoveState.BOSS_MOVE_APPEAR: Move_Appear(); break; case BossMoveState.BOSS_MOVE_IDLE: Move_Idle(); switch (eShootPattern) { case BossShoot.BOSS_SHOOT1: ShootPattern1(); break; case BossShoot.BOSS_SHOOT2: ShootPattern2(); break; case BossShoot.BOSS_SHOOT3: ShootPattern3(); break; case BossShoot.BOSS_SHOOT4: ShootPattern4(); break; case BossShoot.BOSS_SHOOT5: ShootPattern5(); break; } break; case BossMoveState.BOSS_MOVE_SHOOTMOVE: fPatternTick += Time.deltaTime; if (Player.GetComponent <PlayerMove>().iDieState == 0) { switch (eShootPattern) { case BossShoot.BOSS_SHOOT1: ShootPattern1(); break; case BossShoot.BOSS_SHOOT2: ShootPattern2(); break; case BossShoot.BOSS_SHOOT3: ShootPattern3(); break; case BossShoot.BOSS_SHOOT4: ShootPattern4(); break; case BossShoot.BOSS_SHOOT5: ShootPattern5(); break; case BossShoot.BOSS_SHOOT6: ShootPattern6(); break; } } break; case BossMoveState.BOSS_MOVE_DYING: Move_Dying(); break; } switch (iPhase) { case 1: if ((float)(iCurrentHP) / (float)(iMaxHP) < 0.8f) { iPhase = 2; animator.SetTrigger("Phace2"); } break; case 2: if ((float)(iCurrentHP) / (float)(iMaxHP) < 0.3f) { iPhase = 3; animator.SetTrigger("Phace3"); } break; case 3: if (iCurrentHP < 0) { iCurrentHP = 0; eMoveState = BossMoveState.BOSS_MOVE_DYING; } break; } if (!bShiled && eShootPattern != BossShoot.BOSS_SHOOT6) { CheckBarrier(); } }
public void SetMoveState(BossMoveState set) { moveState = set; }