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)
 {
     Spawned = false;
     sounds  = animator.GetComponent <wolfAudio>();
     animator.SetBool("vulnerable", true);
     pos = new Vector3(animator.gameObject.transform.position.x, animator.gameObject.transform.position.y + 0.5f, animator.gameObject.transform.position.z + 1);
     sounds.attacking();
 }
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)
 {
     // rend = animator.gameObject.GetComponent<Renderer>();
     collider         = animator.gameObject.GetComponent <BoxCollider>();
     count            = 0;
     collider.enabled = false;
     sounds           = animator.GetComponent <wolfAudio>();
     sounds.dying();
 }
コード例 #3
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)
 {
     animator.SetBool("vulnerable", true);
     sounds     = animator.GetComponent <wolfAudio>();
     X          = 0;
     Y          = 0;
     CurrentPos = animator.GetComponent <GridMovement>();
     targetPos  = GameObject.FindGameObjectWithTag("Player").GetComponent <GridMovement>();
     X          = CurrentPos.Xpos;
     Y          = CurrentPos.Ypos;
     move       = false;
     Spawned    = false;
     moveTick   = 0;
     sounds.attacking();
 }
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)
 {
     animator.SetBool("attack", false);
     animator.SetBool("shooting", false);
     animator.SetBool("vulnerable", false);
     animator.SetInteger("AttackChoice", 0);
     //rend = animator.gameObject.GetComponent<Renderer>();
     collider = animator.gameObject.GetComponent <BoxCollider>();
     count    = 0;
     if (animator.CompareTag("Player"))
     {
         combatLogic.attacklock = true;
     }
     sounds = animator.GetComponent <wolfAudio>();
     sounds.damaged();
 }