Exemple #1
0
    public virtual void Setup(ProjectileData data)
    {
        this.data = data;
        if (data.projectileSprite != null)
        {
            rd.sprite = data.projectileSprite;
        }



        movement.Setup();
    }
Exemple #2
0
 private void SpawnPerFrame()
 {
     if (spawnCounter >= spawnFrame)
     {
         ProjectileMovement spawned = Instantiate <ProjectileMovement>(spawnPrefab);
         spawned.Setup(transform.position, target.transform.position, 0.1f);
         spawnCounter = 0;
     }
     else
     {
         spawnCounter++;
     }
 }
Exemple #3
0
    private void StateMachineRunningPerFrame()
    {
        SlowDebuffState nextState = SlowDebuffState.Idle;

        if (currentState == SlowDebuffState.Meet)
        {
            //spriteRenderer.color = Color.red;
            if (canAttack)
            {
                ProjectileMovement spawned = Instantiate <ProjectileMovement>(projectileBullet);
                spawned.Setup(transform.position, player.transform.position, 0.1f);
                canAttack = false;
            }
            if (!IsPlayerInMeetRange())
            {
                nextState = SlowDebuffState.Idle;
            }
            else if (IsPlayerInEscapeRange())
            {
                nextState = SlowDebuffState.Escape;
            }
            else
            {
                nextState = SlowDebuffState.Meet;
            }
        }
        else if (currentState == SlowDebuffState.Escape)
        {
            //spriteRenderer.color = Color.cyan;
            if (!IsPlayerInMeetRange())
            {
                nextState = SlowDebuffState.Idle;
            }
            else if (!IsPlayerInEscapeRange())
            {
                nextState = SlowDebuffState.Meet;
            }
            else
            {
                nextState = SlowDebuffState.Escape;
            }
        }
        else if (currentState == SlowDebuffState.Death)
        {
            if (stateCounter >= deathFrame)
            {
                nextState = SlowDebuffState.Death;
                monsterHealth.Die();
            }
            else
            {
                stateCounter++;
                nextState = SlowDebuffState.Death;
            }
        }
        else if (currentState == SlowDebuffState.Hurt)
        {
            if (stateCounter >= hurtFrame)
            {
                nextState = SlowDebuffState.Meet;
            }
            else
            {
                stateCounter++;
                nextState = SlowDebuffState.Hurt;
            }
        }
        else
        {
            // Check if meet
            if (IsPlayerInMeetRange())
            {
                nextState = SlowDebuffState.Meet;
            }
            else
            {
                nextState = SlowDebuffState.Idle;
            }
        }
        if (currentState != SlowDebuffState.Hurt && monsterHealth.IsHurt)
        {
            nextState = SlowDebuffState.Hurt;
        }
        if (currentState != SlowDebuffState.Death && monsterHealth.IsDie)
        {
            nextState = SlowDebuffState.Death;
        }
        if (nextState != currentState)
        {
            changeState(nextState);
        }
    }