Esempio n. 1
0
    private void Awake()
    {
        enemy = GetComponent <Enemy>();
        anim  = GetComponent <Animator>();

        enemyIdleState        = new EnemyIdleState(this);
        enemyWalkState        = new EnemyWalkState(this);
        enemyRangeAttackState = new EnemyRangeAttackState(this);
        enemyMeleeAttackState = new EnemyMeleeAttackState(this);
        enemyMagicAttackState = new EnemyMagicAttackState(this);
        enemyBombAttackState  = new EnemyBombAttackState(this);
        enemyFreezeState      = new EnemyFreezeState(this);
        enemyDieState         = new EnemyDieState(this);
        isWaiting             = false;
    }
Esempio n. 2
0
                // Update is called once per frame
                void Update()
                {
                    waitTime_ += Time.deltaTime;
                    if (waitTime_ >= 3.0f)
                    {
                        int range = Random.Range(0, 100);
                        Object.Destroy(GetComponent <BaseEnemy>().State);

                        if (range < 50)
                        {
                            if (range > 25)
                            {
                                EnemyWalkState walk = gameObject.AddComponent <EnemyWalkState>();
                                walk.GoalPosition = goalPost_.transform;
                                GetComponent <BaseEnemy>().State          = walk;
                                GetComponent <BaseEnemy>().Animation.Walk = true;
                            }
                            else
                            {
                                Link[]             link = GameObject.Find("FieldObject/Post").GetComponent <PostManager>().Link;
                                EnemyWaitPostState walk = gameObject.AddComponent <EnemyWaitPostState>();
                                walk.IndexGoal = Random.Range(0, link.Length - 1);
                                GetComponent <BaseEnemy>().State          = walk;
                                GetComponent <BaseEnemy>().Animation.Walk = true;
                            }
                        }
                        else
                        {
                            if (range < 75)
                            {
                                GetComponent <BaseEnemy>().State            = gameObject.AddComponent <EnemyAttackState>();
                                GetComponent <BaseEnemy>().Animation.Attack = true;
                            }
                            else
                            {
                                Link[]             link = GameObject.Find("FieldObject/Post").GetComponent <PostManager>().Link;
                                EnemyWaitPostState walk = gameObject.AddComponent <EnemyWaitPostState>();
                                walk.IndexGoal = Random.Range(0, link.Length - 1);
                                GetComponent <BaseEnemy>().State          = walk;
                                GetComponent <BaseEnemy>().Animation.Walk = true;
                            }
                        }
                    }
                }