Esempio n. 1
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 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!Parent)
     {
         Parent   = animator.GetComponent <RedAirStingray> ( );
         horiMove = new PingPongMove(moveSpeed, moveRange, Parent.InitPos);
     }
 }
 public AirStingrayMovement(Enemy parent, float moveSpeed, float moveRange, float sinkSpeed, LayerMask targetLayer, Collider2D collider, AnimationClip sinkAnim) : base(parent)
 {
     this.moveRange   = moveRange;
     this.moveSpeed   = moveSpeed;
     this.targetLayer = targetLayer;
     this.sinkSpeed   = sinkSpeed;
     this.col         = collider;
     this.sinkAnim    = sinkAnim;
     initPos          = this.Parent.tf.position;
     horiLoopMove     = new PingPongMove(moveSpeed, moveRange, initPos, true, false);
     asg = (AirStingray)Parent;
 }
Esempio n. 3
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 public RedAirStingrayMovement(Enemy parent, float pingPongVelocity, float rangeVelocity, Vector2 moveRange, AnimationClip rageAnim, LayerMask targetLayer, Collider2D collider) : base(parent)
 {
     this.moveRange        = moveRange;
     this.pingPongVelocity = pingPongVelocity;
     this.rangeVelocity    = rangeVelocity;
     this.targetLayer      = targetLayer;
     this.col      = collider;
     this.rageAnim = rageAnim;
     initPos       = this.Parent.tf.position;
     rangeMove     = new RangeRandomMove(this.moveRange, this.rangeVelocity, this.initPos, false);
     pingPongMove  = new PingPongMove(this.pingPongVelocity, this.moveRange.x, initPos, true, false);
     //the init move will be pingPong
     currentMove = pingPongMove;
     rasg        = Parent as RedAirStingray;
 }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     _pingPong = this.gameObject.GetComponent<PingPongMove>();
     defaultScale = transform.localScale;
 }