// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController> (); m_ToothyAIBossController.ToggleToothyHitboxColliders("ToothySwipe", true); m_ToothyAIBossController.ToggleToothyParticleSystemEmission(true); }
// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController>(); // m_ToothyAIBossController.RotateTowards(m_Player.transform); // m_ToothyAIBossController.transform.LookAt(m_Player.transform); }
// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); Debug.Log("f**k" + m_AIBossController); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController>(); m_AIBossController.ToggleToothyStompHitboxColliders(true); }
// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController>(); Vector3 playerPosition = m_Player.transform.position; playerPosition.y = 0f; m_ToothyAIBossController.transform.LookAt(playerPosition); // m_ToothyAIBossController.ToggleHitboxColliders("ToothyStomp", true); // m_ToothyAIBossController.RotateTowards(m_Player.transform); // m_ToothyAIBossController.transform.LookAt(m_Player.transform); }
// 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) { base.OnStateEnter(animator, stateInfo, layerIndex); m_ToothyAIBossController = m_AIBossController.GetComponent <ToothyAIBossController>(); // m_ToothyAIBossController.ToggleHitboxColliders("ToothyStomp", true); }