Exemple #1
0
    public override void Init()
    {
        base.Init();

        _con = GetComponent <Sentry_controller>();
        _con.Init(this);
    }
Exemple #2
0
    public virtual void Init(Enemy owner)
    {
        _owner = owner;
        _con   = _owner.GetComponent <Sentry_controller>();
        _anim  = owner.GetComponent <Animator>(); //owner의 Animator를 가져옴
        GameObject playerObj = GameManager.Instance._player;

        _player = playerObj.GetComponent <Char2D>();

        Debug.Log("스테이트 초기화 :" + GetType().ToString());
    }
    // 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)
    //{
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Sentry_controller sentry = animator.GetComponent <Sentry_controller>();

        sentry.ChangeState(AIStateID.IDLE); //공격모션이 끝아면idle로
    }