void ChangeState(float timeBeforeStateChange, NeptoAI nextState) { if (timer > timeBeforeStateChange) { NeptoState = nextState; timer = 0; } }
void Fire() { Rigidbody projectileClone = Instantiate(projectile, shootPoint.position, transform.rotation) as Rigidbody; projectileClone.SendMessage("OriginPos", transform.position, SendMessageOptions.DontRequireReceiver); projectileClone.velocity = transform.forward * 20; shootCount++; shoot = true; NeptoState = NeptoAI.IDLE; }
void OnCollisionEnter(Collision col) { if (col.collider.tag == "dagger") { //play Death2 anim //NeptoController.SetBool("isHit", true); NeptoController.Play("Death1"); _rb.isKinematic = false; NeptoState = NeptoAI.DEAD; } if (col.collider.tag == "Ball") { //play Death1 anim Debug.Log("DEAD"); NeptoController.Play("Death2"); _rb.isKinematic = false; NeptoState = NeptoAI.DEAD; Destroy(col.collider.gameObject, 0.2f); } }
void Fire() { Rigidbody projectileClone = Instantiate(projectile, shootPoint.position, transform.rotation) as Rigidbody; projectileClone.SendMessage("OriginPos", transform.position,SendMessageOptions.DontRequireReceiver); projectileClone.velocity = transform.forward * 20; shootCount++; shoot = true; NeptoState = NeptoAI.IDLE; }