public override TaskStatus OnUpdate() { if (Vector3.Distance(transform.position, target.Value.position) <= checkDistance) { return(TaskStatus.Failure); } switch (thisGameObjName.Value) { case "CloseAttackEnemy01": closeAttackEnemyAni = GetComponent <CloseAttackTypeNormalAni>(); closeAttackEnemyAni.aniSet("Rest"); break; case "DistanceAttackEnemy01": distanceAttackAni = GetComponent <DistanceAttackTypeNormalAni>(); distanceAttackAni.aniSet("Rest"); break; case "Boss_01(Clone)": bossAni = GetComponent <BossAniScript>(); break; } return(TaskStatus.Success); }
public override void OnStart() { startTime = Time.time; thisGameObjName.Value = this.gameObject.name; if (targetTag == null) { targetTag = "Player"; } targetTransform = GameObject.FindGameObjectWithTag(targetTag).transform; target.Value = targetTransform; switch (thisGameObjName.Value) { case "CloseAttackEnemy01": enemyHpPosionScript = GetComponent <EnemyHpPostionScript>(); closeAttackEnemyaniScript01 = GetComponent <CloseAttackTypeNormalAni>(); closeAttackEnemyaniScript01.enemyPattern = CloseAttackEnemyType01AtkPattern.patternIdle; break; case "DistanceAttackEnemy01": enemyHpPosionScript = GetComponent <EnemyHpPostionScript>(); distanceAttackEnemyaniScript01 = GetComponent <DistanceAttackTypeNormalAni>(); distanceAttackEnemyaniScript01.enemyPattern = DistanceAttackEnemyType01AtkPattern.patternIdle; break; case "Boss_01(Clone)": boss01HpPostionScript = GetComponent <Boss01HpPostionScript>(); bossAniScript = GetComponent <BossAniScript>(); //closeAttackEnemyaniScript01.enemyPattern = CloseAttackEnemyType01AtkPattern.patternIdle; break; } }
public override void OnStart() { bossAniScript01 = GetComponent <BossAniScript>(); hpPostionScript = GetComponent <Boss01HpPostionScript>(); weaponColliderConScript = GetComponent <WeaponColliderCon>(); startTime = Time.time; ischaseStart = true; aniStart = false; }
private void Start() { hpPostionScript = GetComponent <Boss01HpPostionScript>(); aniScript = GetComponent <BossAniScript>(); bossState = BossState.idle; camShackManagerScript = GameObject.Find("PlayerCamManager").GetComponent <PlayerCamManager>(); timeManagerScript = GameObject.Find("TimeManager").GetComponent <TimeManager>(); }
public override TaskStatus OnUpdate() { switch (thisGameObjName.Value) { case "CloseAttackEnemy01": closeAtkEnemy01AniScript = GetComponent <CloseAttackTypeNormalAni>(); closeAtkEnemy01AniScript.deadAniOn(); break; case "DistanceAttackEnemy01": disAtkEnemy01AniScript = GetComponent <DistanceAttackTypeNormalAni>(); disAtkEnemy01AniScript.deadAniOn(); break; case "Boss_01(Clone)": bossAniScript = GetComponent <BossAniScript>(); bossAniScript.deadAniOn(); break; } return(TaskStatus.Failure); }
public override void OnStart() { startTime = Time.time; thisGameObjName.Value = this.gameObject.name; switch (thisGameObjName.Value) { case "CloseAttackEnemy01": closeAttackEnemyaniScript01 = GetComponent <CloseAttackTypeNormalAni>(); closeAttackEnemyaniScript01.enemyPattern = CloseAttackEnemyType01AtkPattern.patternIdle; break; case "DistanceAttackEnemy01": distanceAttackEnemyaniScript01 = GetComponent <DistanceAttackTypeNormalAni>(); distanceAttackEnemyaniScript01.enemyPattern = DistanceAttackEnemyType01AtkPattern.patternIdle; break; case "Boss_01(Clone)": bossAniScript = GetComponent <BossAniScript>(); //closeAttackEnemyaniScript01.enemyPattern = CloseAttackEnemyType01AtkPattern.patternIdle; break; } }
private void Start() { trap01 = false; playerTransform = GameObject.FindGameObjectWithTag("Player").transform; bossTransform = GetComponent <Transform>(); bossAnimationScript = GetComponent <BossAniScript>(); hpPostionScript = GetComponent <Boss01HpPostionScript>(); //BossState = BossState.idle; //bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.bossWait; for (int i = 1; i < 10; i++) { float num = 0; switch (i) { case 1: num = 8f; break; case 2: num = 3f; break; case 3: num = 2f; break; case 4: num = 2f; break; case 5: num = 2f; break; case 6: num = 2f; break; case 7: num = 1.5f; break; case 8: num = 1.6f; break; case 9: num = 2f; break; } bossAttackDistancePattern[i] = num; } for (int i = 2; i < 10; i++) { float num = 0.01f; switch (i) { case 2: num = 0.03f; break; } bossAttackSpeedPattern[i] = num; } ischaseStart = false; bossDistanceCheck = false; coroutineBossOncePattern = false; bossPatternRandomStorage = 0; bossPatternNow = 0; pattern02BossAttackAreaTransform.GetComponent <SpriteRenderer>().enabled = false; bossWeaponSword.enabled = false; bossWeaponShield.enabled = false; // StartCoroutine("BossController"); }
public override void OnStart() { hpPostionScript = GetComponent <EnemyHpPostionScript>(); switch (thisGameObjName.Value) { case "CloseAttackEnemy01": closeAttackEnemyAniScript01 = GetComponent <CloseAttackTypeNormalAni>(); break; case "DistanceAttackEnemy01": distanceAttackEnemyAniScript01 = GetComponent <DistanceAttackTypeNormalAni>(); break; case "Boss_01(Clone)": bossAniScript01 = GetComponent <BossAniScript>(); for (int i = 1; i < 10; i++) { float num = 0; switch (i) { case 1: num = 8f; break; case 2: num = 3f; break; case 3: num = 2f; break; case 4: num = 2f; break; case 5: num = 2f; break; case 6: num = 2f; break; case 7: num = 1.5f; break; case 8: num = 1.6f; break; case 9: num = 2f; break; } bossAttackDistancePattern[i] = num; } break; } }
public override void OnStart() { velo = Vector3.zero; startTime = Time.time; randomTime = Random.Range(minRandomTime, maxRandomTime); switch (thisGameObjName.Value) { case "CloseAttackEnemy01": hpPostionScript = GetComponent <EnemyHpPostionScript>(); closeAttackTypeNormalColliderCon = GetComponent <CloseAttackTypeNormalColliderCon>(); closeAttackEnemyaniScript = GetComponent <CloseAttackTypeNormalAni>(); closeAttackEnemyaniScript.aniSet("Reset_Ani"); break; case "DistanceAttackEnemy01": distanceAttackEnemyaniScript = GetComponent <DistanceAttackTypeNormalAni>(); distanceAttackEnemyaniScript.aniSet("Reset_Ani"); break; case "Boss_01(Clone)": boss01ColliderCon = GetComponent <Boss01ColliderCon>(); bossAniScript01 = GetComponent <BossAniScript>(); weaponColliderConScript = GetComponent <WeaponColliderCon>(); weaponColliderConScript.weaponColliderOff(); for (int i = 1; i < 10; i++) { float num = 0; switch (i) { case 1: num = 8f; break; case 2: num = 3f; break; case 3: num = 2f; break; case 4: num = 2f; break; case 5: num = 2f; break; case 6: num = 2f; break; case 7: num = 1.5f; break; case 8: num = 1.6f; break; case 9: num = 2f; break; } bossAttackDistancePattern[i] = num; } break; } }