Esempio n. 1
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 void Start()
 {
     destructorTransforms = new List <Transform>();
     m_patternEnemy       = GetComponent <StatePatternEnemy>();
     m_patternEnemyRanged = GetComponent <StatePatternEnemyRanged>();
     m_animator           = GetComponent <Animator>();
     m_navMesh            = GetComponent <NavMeshAgent>();
     m_capsuleCollider    = GetComponent <CapsuleCollider>();
     if (m_skinnedRenderer == null)
     {
         print("skinned renderer is null, assign in scene(AI) hpscript");
     }
     if (m_health > 0)
     {
         m_alive = true;
     }
     else
     {
         m_alive = false;
         Debug.Log("Spawned with 0 health, instadeath");
     }
 }
 public AttackAimTowardsRange(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
Esempio n. 3
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 public AttackStateRanged(StatePatternEnemyRanged statePatternEnemy)
 {
     enemy = statePatternEnemy;
 }
Esempio n. 4
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 public DetectedStateRanged(StatePatternEnemyRanged statePatternEnemy)
 {
     enemy = statePatternEnemy;
 }
 public RetreatStateRanged(StatePatternEnemyRanged statePatternEnemy)
 {
     enemy = statePatternEnemy;
 }
Esempio n. 6
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 public PatrolStateRanged(StatePatternEnemyRanged statePatternEnemy)
 {
     enemy = statePatternEnemy;
 }
Esempio n. 7
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 public AttackDownTimeRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
 public AttackWindUpRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
Esempio n. 9
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 public AttackOnGoingRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState)
 {
     enemy       = statePatternEnemy;
     attackState = p_attackState;
 }
Esempio n. 10
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 public AlertStateRanged(StatePatternEnemyRanged statePatternEnemy)
 {
     enemy = statePatternEnemy;
 }