// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3.Attack1State(); boss3.targetPlayer(); if (timer < 0) { animator.SetTrigger("idle"); } else { timer -= Time.deltaTime; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3.Attack1State(); boss3.Boom.SetActive(true); if (timer < 0) { animator.SetTrigger("attack2Open"); } else { timer -= Time.deltaTime; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss3.Attack1State(); if (boss3.curHealth <= 0) { animator.SetTrigger("dead"); } if (boss3.facingLeft) { animator.transform.rotation = Quaternion.Euler(0f, 0f, 0f); } else { animator.transform.rotation = Quaternion.Euler(0f, -180f, 0f); } }