void Update() { if (Vector3.Distance(transform.position, m_hero.transform.position) <= 3.0f) { Witch.SetState(WitchState.Chase); } }
void Update() { if (!Witch.SkillSys.CurrentSkill.IsOn) { if (Witch.CloseTelCheck) { Witch.Anim.speed = 1.0f; Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetState(WitchState.Attack); return; } else { if (Witch.DistanceCheck(Witch.Stat.AttackDistance)) { Witch.SetState(WitchState.Attack); return; } } Witch.SetState(WitchState.Chase); return; } }
void Update() { if (Witch.DistanceCheck(Witch.Stat.AttackDistance) && !Witch.TelAttack) { Witch.SetState(WitchState.Attack); return; } if (Witch.CloseTelCheck) { Witch.SkillSys.OnTeleport(Witch.Target.transform, 1); Witch.SetState(WitchState.Skill); return; } if (!Witch.DistanceCheck(Witch.CloseDistance)) { if (!Witch.TelAttack) { Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetAttack(); Witch.MoveStop(); Witch.TelAttack = true; return; } } if (!Witch.TelAttack) { Witch.MoveToTargetLookAt(Witch.Target.transform.position); } }
void Update() { if (Witch.DistanceCheck(15.0f)) { Witch.SetState(WitchState.Chase); return; } }
void Update() { if (_spawn) { Witch.SetState(WitchState.Chase); return; } }
void Update() { if ((m_useSkill = SelectSkill()) == null) { Witch.SetState(WitchState.Idle); } m_useSkill.OnSkill(GameObject.Find("Player").transform); Witch.SetState(WitchState.Run); }
void Update() { if (Witch.TelAttack) { if (Witch.CloseTelCheck) { Witch.SkillSys.OnTeleport(Witch.Target.transform, 1); Witch.TelAttack = false; Witch.SetState(WitchState.Skill); return; } } if (!Witch.DistanceCheck(Witch.Stat.AttackDistance) && !Witch.IsAttacking) { Witch.SetState(WitchState.Chase); return; } else if (!Witch.IsAttacking) { Witch.TelAttack = false; //if (Witch.TelAttack) // return; _rand = Random.Range(0.0f, 100.0f); if (_rand >= 75.0f) { _randTel = true; if (_randTel) { Witch.CloseTelCheck = false; Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetAttack(); Witch.TelAttack = true; return; } } //else if (_rand >= 50.0f) //{ // Witch.SetState(WitchState.AttackRelease); // return; //} Witch.SetAttack(); Witch.RotateToTarget(Witch.Target.transform.position); } }
private void InitGroggyUpdate() { if (_init) { return; } if (Witch.DistanceCheck(Witch.Stat.ChaseDistance)) { _init = true; Witch.SetState(WitchState.GroggyRelease); return; } }
private void NonInitGroggyUpdate() { if (!_init) { return; } _delayTime += Time.deltaTime; if (_delayTime >= WitchValueManager.I.GroggyDuration) { _delayTime = 0.0f; Witch.SetState(WitchState.GroggyRelease); return; } }
void Update() { if (!_endAnim) { return; } if (Witch.DistanceCheck(Witch.Stat.AttackDistance)) { Witch.SetState(WitchState.Attack); return; } else { Witch.SetState(WitchState.Chase); return; } }
void Update() { if (_teleport) { _teleportTime += Time.deltaTime; if (_teleportTime >= 1.0f) { Witch.SkillSys.OnSkill(Witch.Target.transform); Witch.SetState(WitchState.Skill); _teleport = false; return; } } else { if (Witch.ReceiveDamage2 / Witch.Stat.MaxHp >= 0.1f) { Witch.ReceiveDamage2 = 0.0f; Witch.ReceiveDamage = 0.0f; Witch.SetState(WitchState.MonsterSpawn); return; } if (Witch.ReceiveDamage >= WitchValueManager.I.TeleportDamage) { _teleport = true; Witch.SkillSys.OnTeleport(Witch.Target.transform, 0); Witch.ReceiveDamage = 0.0f; Witch.SetState(WitchState.Skill); _teleportTime = 0.0f; return; } if (!Witch.DistanceCheck(Witch.Stat.AttackDistance)) { Witch.SetState(WitchState.Run); return; } else { Witch.SetState(WitchState.Attack); return; } } // if (Vector3.Distance(Witch.Target.transform.position, //transform.position) > 15.0f) // return; // if (Witch.SkillSys.CurrentSkill != null) // { // if (!Witch.SkillSys.CurrentSkill.IsOn) // { // _delayTime += Time.deltaTime; // if (_delayTime < 1.5f) // return; // Witch.SkillSys.OnSkill(Witch.Target.transform); // Witch.SetState(WitchState.Skill); // return; // } // } // else // { // Witch.SkillSys.OnSkill(Witch.Target.transform); // Witch.SetState(WitchState.Skill); // return; // } }
public void EndReleaseAnim() { Witch.SetState(WitchState.Chase); return; }