public override void Enter() { SM.DetermineAnimation(this.GetName()); Boss.sp.color = Color.cyan; t = 0; Boss.ClearTargets(); switch (Boss.CurrentPhase) { case 1: MoveList = SM.MovesList_1; Duration = Boss.TimeBetweenAttacks_P1; break; case 2: MoveList = SM.MovesList_2; Duration = Boss.TimeBetweenAttacks_P2; break; case 3: MoveList = SM.MovesList_3; Duration = Boss.TimeBetweenAttacks_P3; break; default: break; } }
public override void Enter() { Boss.sp.color = Color.green; Boss.ClearTargets(); timer = 0; SM.DetermineAnimation(this.GetName()); }
/*private float DetermineDuration(CRT_State attack) // Set respective duration for the attack * { * switch (attack.GetName()) * { * case "Single": * if (SM.comboActive) * return Boss.PrepDur_Combo_fast; * else * return Boss.PrepDuration_Single; * case "DoubleHoz": * if (SM.comboActive) * return Boss.PrepDur_Combo_medium; * else * return Boss.PrepDuration_Double; * case "DoubleVer": * if (SM.comboActive) * return Boss.PrepDur_Combo_medium; * else * return Boss.PrepDuration_Double; * default: * return 0; * } * }*/ public override void Enter() { Boss.sp.color = Color.yellow; Location playerLoc = FindPlayer(); // Find the location the player is occupying AttackToPerform = GetNextComboStep(); // Determine which attack to perform (random, currently) //Duration = DetermineDuration(AttackToPerform); // Determine duration of the current attack Boss.targets = DetermineTargets(AttackToPerform, playerLoc); // Determine the target locations based on the current attack Boss.TargetLocations(); // Target (visually indicate - yellow) those locations SM.DetermineAnimation(AttackToPerform.GetName()); }