Exemple #1
0
    //공격
    void ResetAIStateTime(PlayerAIActionState _aiState, float _changeTime = 0)
    {
        aiActionStateTime = 0;
        switch (_aiState)
        {
        case PlayerAIActionState.Attack:
            if (_changeTime > 0f)
            {
                changeActionStateTime = _changeTime;
            }
            else
            {
                changeActionStateTime = 5f;
            }
            break;

        case PlayerAIActionState.Skill1:
            if (_changeTime > 0f)
            {
                changeActionStateTime = _changeTime;
            }
            else
            {
                changeActionStateTime = skillList[0].skill.holdTime;
            }

            ChangeMoveState(PlayerAIMoveState.Idle, changeActionStateTime);
            break;

        case PlayerAIActionState.Skill2:
            if (_changeTime > 0f)
            {
                changeActionStateTime = _changeTime;
            }
            else
            {
                changeActionStateTime = skillList[1].skill.holdTime;
            }

            ChangeMoveState(PlayerAIMoveState.Idle, changeActionStateTime);
            break;

        case PlayerAIActionState.Skill3:
            if (_changeTime > 0f)
            {
                changeActionStateTime = _changeTime;
            }
            else
            {
                changeActionStateTime = skillList[2].skill.holdTime;
            }

            ChangeMoveState(PlayerAIMoveState.Idle, changeActionStateTime);
            break;
        }
    }
Exemple #2
0
 void ChangeActionState(PlayerAIActionState _aiState, float _changeTime = 0)
 {
     aiActionState = _aiState;
     ResetAIStateTime(aiActionState, _changeTime);
 }
Exemple #3
0
 void ChangeActionState()
 {
     aiActionState = (PlayerAIActionState)Random.Range(1, 2);
     ResetAIStateTime(aiActionState);
 }