private void Awake() { _anim = GetComponent <Animator>(); _player = FindObjectOfType <PlayerModel>(); Source = GetComponent <AudioSource>(); vision = VisionAreas.NONE; isBlinded = false; onCD = false; }
public void ChangeVision(VisionAreas v) { vision = v; switch (vision) { case VisionAreas.LEFT: _anim.ResetTrigger("StopAttacking"); if (Vector3.Distance(this.gameObject.transform.position, _player.transform.position) <= range && !onCD) { _anim.SetTrigger("AttackLeft"); StartCoroutine(AttackCD()); } break; case VisionAreas.TOP: _anim.ResetTrigger("StopAttacking"); if (Vector3.Distance(this.gameObject.transform.position, _player.transform.position) <= range && !onCD) { _anim.SetTrigger("AttackTop"); StartCoroutine(AttackCD()); } break; case VisionAreas.RIGHT: _anim.ResetTrigger("StopAttacking"); if (Vector3.Distance(this.gameObject.transform.position, _player.transform.position) <= range && !onCD) { _anim.SetTrigger("AttackRight"); StartCoroutine(AttackCD()); } break; case VisionAreas.NONE: _anim.SetTrigger("StopAttacking"); _anim.ResetTrigger("AttackRight"); _anim.ResetTrigger("AttackLeft"); _anim.ResetTrigger("AttackTop"); break; } }