// ================================================================ // // 적을 펑하고 스폰한다(LevelControl, 호스트용). public void spawnEnemy() { Character.HakoAction hako_action = this.unique_action as Character.HakoAction; if (hako_action != null) { hako_action.step.set_next(Character.HakoAction.STEP.SPAWN); } }
// ================================================================ // // 대미지를 받았을 때 호출. public override void onDamaged() { if (this.control.vital.hit_point <= 0.0f) { Character.HakoAction action = this.unique_action as Character.HakoAction; if (action.step.get_current() != Character.HakoAction.STEP.PECHANCO) { action.step.set_next(Character.HakoAction.STEP.PECHANCO); } } }
// 적을 펑하고 스폰한다(LevelControl, 게스트용). public void spawnEnemyFromPedigree(string pedigree) { Character.HakoAction hako_action = this.unique_action as Character.HakoAction; if (hako_action != null) { hako_action.pedigree = pedigree; hako_action.step.set_next(Character.HakoAction.STEP.SPAWN); dbwin.console().print("*Spawn LairName:" + this.name); dbwin.console().print("*Create enemy:" + pedigree); //Debug.Log("*Spawn LairName:" + this.name); //Debug.Log("*Create enemy:" + pedigree); } }
// 적 생성 모션인인 'Pe!' 타이밍에 호출된다.. public void evEnemy_Lair_Pe() { Character.HakoAction action = this.unique_action as Character.HakoAction; action.is_trigger_pe = true; }
// ================================================================ // // 애니메이션 이벤트. // 사망 애니메이션 종료 이벤트를 애니메이션으로부터 받는다. public void NotifyFinishedDeathAnimation() { Character.HakoAction action = this.unique_action as Character.HakoAction; action.is_death_motion_finished = true; }