public void AIInit(SpawnAnimation spawnAnimation, List <AIAction> patrolList, List <AIAction> attackList) { mosquitoBlackboard.ResetValues(); mosquitoBlackboard.spawnAnimation = spawnAnimation; //Init states with lists mosquitoBlackboard.patrolingState.Init(patrolList); mosquitoBlackboard.attackingPlayerState.Init(attackList); }
public void AIInit(SpawnAnimation spawnAnimation, List <AIAction> entryList, List <AIAction> attackList, List <AIAction> infectList) { spiderBlackboard.ResetValues(); spiderBlackboard.spawnAnimation = spawnAnimation; //Init states with lists spiderBlackboard.entryState.Init(entryList); spiderBlackboard.attackingPlayerState.Init(attackList); spiderBlackboard.infectingDeviceState.Init(infectList); }
public void AIInitGroup(SpawnAnimation spawnAnimation, EnemyGroupInfo groupInfo, List <AIAction> leaderList, List <AIAction> followerList, List <AIAction> attackList, List <AIAction> infectList, bool isLeader = false) { spiderBlackboard.ResetValues(); spiderBlackboard.spawnAnimation = spawnAnimation; spiderBlackboard.groupInfo = groupInfo; if (isLeader) { groupInfo.leader = this; } //Init states with lists spiderBlackboard.leadingGroupState.Init(leaderList); spiderBlackboard.followingGroupState.Init(followerList); spiderBlackboard.attackingPlayerState.Init(attackList); spiderBlackboard.infectingDeviceState.Init(infectList); }
/// <summary> /// spawing one by one /// </summary> /// <param name="spawnObjs"> /// set of object spawn in same procession /// </param> IEnumerator Spawning(Queue <Transform> spawnObjs) { SpawnAnimation beforeObj = null; while (spawnObjs.Count > 0) { //create SpawnAnimation var newtrain = SpawnAnimationPool.SpawnFromPool("SpawnAnim", startpoint.position, transform.rotation); var newSpawnAim = newtrain.GetComponent <SpawnAnimation>(); // newSpawnAim.AssignRider(spawnObjs.Dequeue()); //add spawned object to SpawnAnimation for doing spawn animation if (beforeObj != null) //check if is not the head of train, { beforeObj.crews.Add(newSpawnAim); //Append to the last of the row } beforeObj = newSpawnAim; //set object(passenger) to last of row newSpawnAim.landAt = landStation; //set parent of object(passenger) after finised spawnanimations newSpawnAim.StartTrain(); //start animating yield return(new WaitForSeconds(repeatTime)); } }
private void InitOnStart() { spawnAnimation = SpawnAnimation.Start; circleCollider = this.GetComponent <CircleCollider2D>(); spriteRenderer = this.GetComponent <SpriteRenderer>(); missileModule = this.GetComponent <MissileModuleLaserNo5Ver2>(); player = PublicValueStorage.Instance.GetPlayerComponent(); circleCollider.radius = spriteRenderer.bounds.extents.x * 0.7f; // Spawn Values spawnStart = PublicValueStorage.Instance.GetBossSpawnPosition() * 3.5f; spawnEnd = PublicValueStorage.Instance.GetBossSpawnPosition(); //Debug.Log("start : " + spawnStart); //Debug.Log("end : " + spawnEnd); if (spawnSpeed <= spawnSpeedMin) { spawnSpeed = spawnSpeedMin; } }
private void ChangeState(SpawnAnimation spawnState) { spawnAnimation = spawnState; }