public void Shoot() { Director.GlobalDirector.PlaySFX_Aquatic(Director.SoundEffectsAquatic.OctoShoot); GameObject Slurpie = ProjPool.GlobalPool.GetFirstActiveArrow(); Slurpie.gameObject.SetActive(true); Slurpie.gameObject.transform.position = SlurpiePos.transform.position; if (transform.localScale.x > 0) { Slurpie.GetComponent <Rigidbody2D>().velocity = new Vector2(SlurpVelocity, 0); } else { Vector3 Vec = Slurpie.transform.localScale; Vec.x *= -1; Slurpie.transform.localScale = Vec; Slurpie.GetComponent <Rigidbody2D>().velocity = new Vector2(-SlurpVelocity, 0); } int X = Random.Range(0, 100); if (X >= ProcThreshold) { MyAnimator.SetBool("Slurpie", false); MyState = OctoStates.Idle; } }
void Update() { if (!MyRenderer.isVisible) { return; } switch (MyState) { case OctoStates.Idle: CurOctoShooterTimer += Time.deltaTime; if (CurOctoShooterTimer > OctoShooterTimer) { MyAnimator.SetBool("Slurpie", true); CurOctoShooterTimer = 0; MyState = OctoStates.Slurp; } break; case OctoStates.Slurp: break; default: break; } }
public void Shoot() { Director.GlobalDirector.PlaySFX_Aquatic(Director.SoundEffectsAquatic.OctoShoot); GameObject Slurpie = ProjPool.GlobalPool.GetFirstActiveArrow(); Slurpie.gameObject.SetActive(true); Slurpie.gameObject.transform.position = SlurpiePos.transform.position; if (transform.localScale.x > 0) Slurpie.GetComponent<Rigidbody2D>().velocity = new Vector2(SlurpVelocity, 0); else { Vector3 Vec = Slurpie.transform.localScale; Vec.x *= -1; Slurpie.transform.localScale = Vec; Slurpie.GetComponent<Rigidbody2D>().velocity = new Vector2(-SlurpVelocity, 0); } int X = Random.Range(0, 100); if (X >= ProcThreshold) { MyAnimator.SetBool("Slurpie", false); MyState = OctoStates.Idle; } }
void Update () { if (!MyRenderer.isVisible) return; switch (MyState) { case OctoStates.Idle: CurOctoShooterTimer += Time.deltaTime; if (CurOctoShooterTimer > OctoShooterTimer) { MyAnimator.SetBool("Slurpie", true); CurOctoShooterTimer = 0; MyState = OctoStates.Slurp; } break; case OctoStates.Slurp: break; default: break; } }
public void ResetThisEnemy() { MyAnimator.SetBool("Slurpie", false); MyState = OctoStates.Idle; CurOctoShooterTimer = 0; }