protected override void AIUpdate_detect() { base.AIUpdate_detect(); float rand = GetAIRandomNumver(); switch (aiState) { case AISTATE.AISELECT: if (rand < AddAIProbNum(aiStateNum_walk)) { SetAIState(AISTATE.APPROACH_WALK, 6.0f); } else if (rand < AddAIProbNum(aiStateNum_dash)) { SetAIState(AISTATE.APPROACH_DASH, 6.0f); } else if (rand < AddAIProbNum(aiStateNum_attack)) { SetAIState(AISTATE.ATTACK, 4.0f); } else { SetAIState(AISTATE.WAIT, 4.0f); animator.SetTrigger("rest"); } break; case AISTATE.APPROACH_WALK: if (EnemyCtrl_antiFly.MoveToPlayer_X(10.0f, moveSpeed * 0.5f)) { SetAIState(AISTATE.ATTACK, 20.0f); } break; case AISTATE.APPROACH_DASH: if (EnemyCtrl_antiFly.MoveToPlayer_X(10.0f, moveSpeed)) { SetAIState(AISTATE.ATTACK, 4.0f); } break; case AISTATE.ATTACK: break; case AISTATE.WAIT: break; } }
protected override void AIUpdate_antiFly_detect() { base.AIUpdate_antiFly_detect(); switch (aiState) { case AISTATE.AISELECT: SetAIState(AISTATE.APPROACH_DASH, 3.0f); break; case AISTATE.APPROACH_DASH: if (EnemyCtrl_antiFly.MoveToPlayer_X(1.0f, moveSpeed)) { SetAIState(AISTATE.ATTACK, 4.0f); } break; } }