Esempio n. 1
0
        IEnumerator WaitCloseSkill(Player player, float farFrom)
        {
            _model.position = transform.position;

            if (player.direction == Vector3.forward ||
                player.direction == Vector3.back ||
                player.direction == Vector3.left ||
                player.direction == Vector3.right)
            {
                _model.position = transform.position - player.direction / farFrom;
            }
            else
            {
                _model.position = transform.position + player.direction / (farFrom + farFrom);
            }

            while (!animator.GetCurrentAnimatorStateInfo(0).IsTag("Sword"))
            {
                yield return(null);
            }

            player.beHit = BeHit.BeHit;
            buyHit       = BuyHit.BuyHit;

            while (_gameManager.swordMin > animator.GetCurrentAnimatorStateInfo(0).normalizedTime ||
                   animator.GetCurrentAnimatorStateInfo(0).normalizedTime > _gameManager.swordMax)
            {
                yield return(null);
            }

            while (animator.GetCurrentAnimatorStateInfo(0).normalizedTime < _gameManager.swordHit)
            {
                yield return(null);
            }

            _gameManager.effectManager.SwordEffectEnemy(player, this);
            _soundManager.PlaySound(Sound.Sword);
            Damage(player);
            CheckDead(player);
            buyHit = BuyHit.Normal;

            while (!player.animator.GetCurrentAnimatorStateInfo(0).IsTag("Hit"))
            {
                yield return(null);
            }

            var thisTime = player.animator.GetCurrentAnimatorStateInfo(0).normalizedTime;

            while (player.animator.GetCurrentAnimatorStateInfo(0).normalizedTime < _gameManager.swordEndTime)
            {
                yield return(null);
            }

            _model.position = transform.position;
            player.beHit    = BeHit.Normal;
            if (player.activeState == ActiveState.Dead)
            {
                AfterDead(player);
            }
        }
Esempio n. 2
0
        IEnumerator WaitRangeSkill(Player player)
        {
            transform.LookAt(player.transform);
            animator.SetTrigger(RangeAttack);
            while (!animator.GetCurrentAnimatorStateInfo(0).IsTag("Range"))
            {
                yield return(null);
            }

            player.beHit = BeHit.BeHit;
            buyHit       = BuyHit.BuyHit;

            while (_gameManager.swordMin > animator.GetCurrentAnimatorStateInfo(0).normalizedTime ||
                   animator.GetCurrentAnimatorStateInfo(0).normalizedTime > _gameManager.rangeMax)
            {
                yield return(null);
            }

            _soundManager.PlaySound(Sound.EnergyGun);

            while (animator.GetCurrentAnimatorStateInfo(0).normalizedTime < _gameManager.rangeHit)
            {
                yield return(null);
            }

            _gameManager.effectManager.RangeEffectEnemy(player, this);
            Damage(player);
            CheckDead(player);

            while (!player.animator.GetCurrentAnimatorStateInfo(0).IsTag("Hit"))
            {
                yield return(null);
            }

            buyHit = BuyHit.Normal;

            while (player.animator.GetCurrentAnimatorStateInfo(0).normalizedTime < _gameManager.rangeEndTime)
            {
                yield return(null);
            }

            if (player.activeState != ActiveState.Dead)
            {
                player.GetComponent <CapsuleCollider>().enabled = true;
            }

            player.beHit = BeHit.Normal;
            if (player.activeState == ActiveState.Dead)
            {
                AfterDead(player);
            }
        }