コード例 #1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        rnd  = new System.Random();
        nb   = animator.GetComponent <NecrBehaviour>();
        move = rnd.Next(0, 10);
        if (animator.GetComponent <Boss>().healthLeft < (animator.GetComponent <Boss>().health / 2) && acid)
        {
            animator.SetTrigger("Sneer");
            acid = false;
        }
        else if (nb.distance <= punchDistance)
        {
            animator.SetTrigger("AttackHit");
        }
        else if (nb.scelCount < 2 && move < 3)
        {
            animator.SetTrigger("AttackScel");
            nb.scelCount++;
        }
        else if (nb.zombCount < 1 && move < 5)
        {
            animator.SetTrigger("AttackZomb");
            nb.zombCount++;
        }
        else
        {
            animator.SetTrigger("AttackShot");
        }

        //if (animator.GetComponent<Boss>().healthLeft < animator.GetComponent<Boss>().health)
        //{

        //}
        //else
    }
コード例 #2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     playerPos = GameObject.FindGameObjectWithTag("Player").transform;
     rb        = animator.GetComponent <Rigidbody2D>();
     moveSpeed = animator.GetComponent <NecrBehaviour>().speed;
     nb        = animator.GetComponent <NecrBehaviour>();
 }
コード例 #3
0
    public void Start()
    {
        healthLeft  = health;
        rb          = gameObject.GetComponent <Rigidbody2D>();
        lootManager = GameObject.Find("GameManager");
        nb          = GameObject.Find("Necrophos").GetComponent <NecrBehaviour>();
        NecrAnim    = nb.GetComponent <Animator>();

        player    = GameObject.FindGameObjectWithTag("Player");
        playerPos = player.transform;
        basic     = gameObject.GetComponent <Enemy_behaviour>().speed;
        animSpeed = gameObject.GetComponent <Animator>().speed;
    }
コード例 #4
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     nb = animator.GetComponent <NecrBehaviour>();
 }