Esempio n. 1
0
 void AttackMaking()
 {
     if (CanAttackArea)
     {
         DoAttackTimer = true;
     }
     else if (!CanAttackArea)
     {
         DoAttackTimer = false;
     }
     if (DoAttackTimer)
     {
         if (!CanAttack)
         {
             if (_animStateInfo.IsName("Ilde"))
             {
                 AtkTimer += Time.deltaTime;
                 if (AtkTimer > AtkMax)
                 {
                     CanAttack = true;
                     AtkTimer  = 0;
                 }
             }
         }
     }
     if (CanAttack)
     {
         CanAttack        = false;
         _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Attack;
         _anim.SetTrigger("DoAttk");
     }
 }
Esempio n. 2
0
 void SettingSystem()
 {
     CanAttackArea             = false;
     DoAttackTimer             = false;
     CanAttack                 = false;
     Died                      = false;
     HasHurt                   = false;
     HasAlreadyGetHurt         = false;
     HasPlayDeadAnimation      = false;
     HaveDestroyObject         = false;
     Health                    = Random.Range(2, 4);
     _bossEnemyStates          = BOSSEnemyStates.BOSS_EnemySoldier_Ilde;
     HasCreateMeatBefore       = false;
     AtkMax                    = Random.Range(3, 6);
     HasCreateHurtEffectbefore = false;
 }
Esempio n. 3
0
 // Moving Function is mainly used for setting Moving Function
 void MovingFunctionMaking()
 {
     if (_player != null)
     {
         _navMesh.SetDestination(_player.position);
     }
     if (_navMesh.remainingDistance >= 3.69f)
     {
         _anim.SetBool("Moving", true);
         _anim.ResetTrigger("DoAttk");
         _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Walking;
         CanAttackArea    = false;
     }
     else if (_navMesh.remainingDistance < 4f)
     {
         _anim.SetBool("Moving", false);
         _bossEnemyStates = BOSSEnemyStates.BOSS_EnemySoldier_Ilde;
         CanAttackArea    = true;
     }
 }