//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; } }
void ChangeActionState(PlayerAIActionState _aiState, float _changeTime = 0) { aiActionState = _aiState; ResetAIStateTime(aiActionState, _changeTime); }
void ChangeActionState() { aiActionState = (PlayerAIActionState)Random.Range(1, 2); ResetAIStateTime(aiActionState); }