public override void Enter()
 {
     if (hasEntered == false)
     {
         Boss = GameObject.Find("Boss01").GetComponent<Boss01FSM>();
     }
     Execute();
     Debug.Log("Started random");
 }
Esempio n. 2
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 public override void Enter()
 {
     if (hasEntered == false)
     {
         Boss = GameObject.Find("Boss01").GetComponent <Boss01FSM>();
     }
     Execute();
     Debug.Log("Started random");
 }
 public override void Enter()
 {
     if (hasEntered == false)
     {
         Boss = GameObject.Find("Boss01").GetComponent <Boss01FSM>();
     }
     Debug.Log("executed changeattack");
     Execute();
 }
 public override void Enter()
 {
     if (hasEntered == false)
       {
           Boss = GameObject.Find("Boss01").GetComponent<Boss01FSM>();
       }
       Debug.Log("executed changeattack");
       Execute();
 }
 public override void Enter()
 {
     if (hasEntered == false)
     {
         Boss       = GameObject.Find("Boss01").GetComponent <Boss01FSM>();
         transform  = m_BossFSM.transform;
         muzzle     = Boss.muzzle;
         hasEntered = true;
     }
     Execute();
 }
    public override void Enter()
    {
        if (hasEntered == false)
        {
            Boss = GameObject.Find("Boss01").GetComponent<Boss01FSM>();
            Boss01 = Boss.Boss01;

            Execute();
            hasEntered = true;
        }
    }
Esempio n. 7
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    public override void Enter()
    {
        if (hasEntered == false)
        {
            Boss   = GameObject.Find("Boss01").GetComponent <Boss01FSM>();
            Boss01 = Boss.Boss01;

            Execute();
            hasEntered = true;
        }
    }
 public override void Enter()
 {
     if (hasEntered == false)
     {
         Boss = GameObject.Find("Boss01").GetComponent<Boss01FSM>();
         transform = m_BossFSM.transform;
         muzzle = Boss.muzzle;
         hasEntered = true;
     }
     Execute();
 }
 public Boss01StateAttack(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
 public Boss01StateRandomiseBehaviour(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
 public Boss01StateSpawn(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
 public Boss01StateMove(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
Esempio n. 13
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 public Boss01StateSpawn(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
 public Boss01StateAttack(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
Esempio n. 15
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 public Boss01StateRandomiseBehaviour(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }
 public Boss01StateMove(Boss01FSM _FSM)
 {
     m_BossFSM = _FSM;
 }