public void ResetAnimation() { if (!isInitialized) { Initialize(); } lastLook = EnemyLook.Front; UpdateAnimation(); isUpdating = true; }
private void UpdateAnimation() { var look = lastLook; while (look == lastLook) { look = (EnemyLook)Random.Range(0, 4) + 1; } lastLook = look; animator.SetTrigger(look.ToString().ToLower()); updateTime = Time.time + Random.Range(MinAnimationTime, MaxAnimationTime); }
//Target targetE; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameObject enemy = GameObject.FindGameObjectWithTag("Player"); //if (enemy != null) //{ // enemy.GetComponent<Target>().TakeDamage(damage); //} player = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody>(); enemyLook = animator.GetComponent <EnemyLook>(); //targetE = animator.GetComponent<Target>(); }