public override IEnumerator OnEnterInDirectBattle() { animationController.OnIdle(); yield return(StartCoroutine(EnemyUnitUtils.MeleeAttackCoroutineAndInvokeAction(this))); SM.SetState(States.PostBattle); yield break; }
public override IEnumerator OnEnterDeath() { UnitCollider.enabled = false; yield return(StartCoroutine(EnemyUnitUtils.StopWalkingOnPath(Walker))); animationController.OnDeath(); yield return(StartCoroutine(DieAfterTwoSeconds())); yield break; }
public override bool IsTargetable() { return(EnemyUnitUtils.StandardIsTargetable(this)); }
public override IEnumerator OnEnterPostBattle() { yield return(StartCoroutine(EnemyUnitUtils.StandardPostBattleCheck(this))); yield break; }
// Start is called before the first frame update public override IEnumerator OnEnterPreBattle() { animationController.OnIdle(); yield return(StartCoroutine(EnemyUnitUtils.StopWalkingOnPath(Walker))); }