protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { ChangeState <EnemyState_Move>(EmotionEmitter_); enemy.isAngry = false; enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); EmotionEmitter_.CloseFire(); return; } if (Mathf.Abs((Owner.transform.position - goal.position).magnitude) <= 3.0f) { ChangeState <EnemyState_Attack>(EmotionEmitter_); enemy.Animator.Play(ATTACK); return; } }
protected override void OnChangeState_Yakuza() { Player.Stun(); var enemy = Owner as Yakuza; enemy.isDiscover = false; LookEnemy?.DeleteEnemy(Owner.transform); ChangeState <EnemyState_Move>(EmotionEmitter_); EmotionEmitter_.CloseFire(); }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.isHit = false; enemy.isAngry = false; enemy.isDiscover = false; Player.Stun(); LookEnemy?.DeleteEnemy(Owner.transform); ChangeState <EnemyState_Move>(EmotionEmitter_); EmotionEmitter_.CloseFire(); }