private void OnTriggerEnter(Collider other) { if (trap01 == true) { return; } if (other.gameObject.tag == "TrapType2FireAttack" || other.gameObject.tag == "TrapType3BoomAttack") { hpPostionScript.enemyDamagedAndImageChange(0.2f); hpPostionScript.enemyHpDeadCheck(); if (hpPostionScript.deadOrLive == 1) { aniScript.deadAniOn(); Destroy(this.gameObject, 3f); } else { closeAttackTypeNormalState = CloseAttackTypeNormalState.attacked; Invoke("stateChange", 0.3f); } } }
private void OnTriggerExit(Collider other) { if (closeAttackTypeNormalState == CloseAttackTypeNormalState.attacked) { return; } if (other.gameObject.tag == "PlayerSword01") { hpPostionScript.enemyDamagedAndImageChange(0.2f); hpPostionScript.enemyHpDeadCheck(); if (hpPostionScript.deadOrLive == 1) { aniScript.deadAniOn(); Destroy(this.gameObject, 3f); } else { closeAttackTypeNormalState = CloseAttackTypeNormalState.attacked; Invoke("stateChange", 0.3f); } return; } if (other.gameObject.tag == "PlayerSword02") { hpPostionScript.enemyDamagedAndImageChange(0.5f); hpPostionScript.enemyHpDeadCheck(); if (hpPostionScript.deadOrLive == 1) { aniScript.deadAniOn(); Destroy(this.gameObject, 3f); } else { closeAttackTypeNormalState = CloseAttackTypeNormalState.attacked; Invoke("stateChange", 0.3f); } return; } if (other.gameObject.tag == "PlayerSword03") { hpPostionScript.enemyDamagedAndImageChange(0.8f); hpPostionScript.enemyHpDeadCheck(); if (hpPostionScript.deadOrLive == 1) { aniScript.deadAniOn(); Destroy(this.gameObject, 3f); } else { closeAttackTypeNormalState = CloseAttackTypeNormalState.attacked; Invoke("stateChange", 0.3f); } return; } }
private void Start() { enemyTransform = GetComponent <Transform>(); playerTransform = GameObject.FindGameObjectWithTag("Player").transform; aniScript = GetComponent <CloseAttackTypeNormalAni>(); hpPostionScript = GetComponent <EnemyHpPostionScript>(); enemyPattern = CloseAttackTypeNormalPattern.patternZero; closeAttackTypeNormalState = CloseAttackTypeNormalState.idle; trap01 = false; weaponCollider.enabled = false; enemyDistanceCheck = false; StartCoroutine("WaitForPlayer"); }
void stateChange() { closeAttackTypeNormalState = CloseAttackTypeNormalState.idle; }
public void MakeEnemyPatternIdle() { enemyPattern = CloseAttackTypeNormalPattern.patternIdle; closeAttackTypeNormalState = CloseAttackTypeNormalState.idle; }