public SkyState GetState() { var state = new SkyState(); state.Vars = MemoryReader.ReadUInt32Array(logicPtrVal + scriptVarsOffset, numScriptVars); return(state); }
public void ChangeSkyAnimation(SkyState state) { if (prevState2 == state) { return; } MonsterAni.SetInteger("MonsterState", (int)state); prevState2 = state; }
// Update is called once per frame void Update () { Debug.Log(enemyState); switch (enemyState) { case EnemyState.walk: flag_firstattack = true; animation.CrossFade("G_war_walk"); timer += Time.deltaTime; if (timer > 1f) { navMeshAgent.enabled = true; navMeshAgent.SetDestination(player.transform.position + player.transform.InverseTransformDirection(Vector3.forward)*3); timer = 0; } break; case EnemyState.angry: animation.CrossFade("G_war_looking_around"); navMeshAgent.enabled = false; StartCoroutine(timeForAfterAngry()); break; case EnemyState.run: animation.CrossFade("G_war_run"); navMeshAgent.enabled = true; navMeshAgent.SetDestination(player.transform.position + player.transform.InverseTransformDirection(Vector3.forward) * 3); navMeshAgent.speed = speed_run; break; case EnemyState.attack: animation.CrossFade("G_war_Digging"); navMeshAgent.enabled = false; transform_enmey.LookAt(transform_player.position); if (!flag_attack) { StartCoroutine(timeForAttack()); flag_attack = true; } break; case EnemyState.attackidle: animation.CrossFade("G_war_talking"); navMeshAgent.enabled = false; transform_enmey.LookAt(transform_player.position); StartCoroutine(timeForAttackIdle()); break; case EnemyState.jump: animation.CrossFade("G_war_jump_blow"); StartCoroutine(timeForJump()); break; case EnemyState.hurt: ShowSelf(); navMeshAgent.enabled = false; animation.CrossFade("G_war_anger"); StartCoroutine(timeForBeforeDaying()); break; case EnemyState.dead: ShowSelf(); animation.CrossFade("G_war_daying"); StartCoroutine(timeForAfterDaying()); break; } skyState = WorldManger.Instance.isNight ? SkyState.night : SkyState.day; if (enemyState == EnemyState.hurt || enemyState == EnemyState.dead) return; switch (skyState) { case SkyState.night: can_angry = true; foreach (SkinnedMeshRenderer item in arr_Skinrender) { item.enabled = false; } foreach (MeshRenderer item in arr_render) { item.enabled = false; } break; case SkyState.day: if (can_angry) { can_angry = false; StartCoroutine(timeForBeforeAngry()); } ShowSelf(); break; } CaculateDistance(); }
public void SetSkyBox(SkyState state) { RenderSettings.skybox = m_skyBox[(int)state]; }
public void SetSkyState(SkyState skyState) { this.skyState = skyState; }