public override BTState Evaluate() { if (attackEvent != null) { myAI.IsIdle = false; myAI.IsMoving = false; myAI.GetAnimator().SetBool("Idle", myAI.IsIdle); myAI.GetAnimator().SetBool("Attack", myAI.IsAttack); int nRandomDiceValue = Random.Range(nStartDiceValue, nStartDiceValue + nDiceRange); attackEvent(nRandomDiceValue); } return(BTState.SUCCESS); }
public override BTState Evaluate() { if (myAI.GetAnimator().GetInteger("AttackState") == 0) { if (myAI.IsAttack) { return(BTState.SUCCESS); } } return(BTState.FAILURE); }
public override BTState Evaluate() { if (myAI.IsIdle && !buffEnemyController.IsBuff) { myAI.IsIdle = false; } if (myAI.IsIdle && buffEnemyController.buffTarget != null && !buffEnemyController.buffTarget.gameObject.activeSelf) { myAI.IsIdle = false; } if (!myAI.IsIdle) { myAI.GetAnimator().SetBool("Idle", myAI.IsIdle); return(BTState.FAILURE); } myAI.IsIdle = true; myAI.GetAnimator().SetBool("Idle", myAI.IsIdle); return(BTState.SUCCESS); }
public override BTState Evaluate() { if (!myAI.IsAttack && !myAI.IsAttackDelay) { return(BTState.FAILURE); } if (myAI.IsIdle) { myAI.IsMoving = false; myAI.GetAnimator().SetBool("Move", myAI.IsMoving); return(BTState.SUCCESS); } return(BTState.FAILURE); }