public IState DoState(DragonStateMachine stateMachine) { if (!stateMachine.GetIsDieAnim()) { DoDeathState(stateMachine); } return(this); }
public IState DoState(DragonStateMachine stateMachine) { DoGetHit(stateMachine); if (stateMachine.enemy.conditions.isDead) { return(stateMachine.deathState); } else { return(stateMachine.pursuitState); } }
private void DoShooting(DragonStateMachine stateMachine) { stateMachine.SetShootAnim(true); if (Vector3.Distance(stateMachine.navAgent.transform.position, stateMachine.navAgent.destination) > stateMachine.enemy.stats.ShootingRange) { stateMachine.enemy.conditions.isShootingRange = false; stateMachine.enemy.conditions.canShoot = false; stateMachine.StopCoroutine("CounterToIsShootOn"); stateMachine.enemy.conditions.isWait = false; stateMachine.SetShootAnim(false); } }
private void DoDeathState(DragonStateMachine stateMachine) { stateMachine.enemy.hpIndicator.UpdateHp(); stateMachine.navAgent.isStopped = true; stateMachine.navAgent.velocity = Vector3.zero; stateMachine.enemy.SetNewDamageIndicator(); stateMachine.enemy.ParticleDamaged(); stateMachine.SetTriggerDieAnim(); stateMachine.SetIsDieAnim(true); stateMachine.childrenCollider.enabled = true; stateMachine.enemy.conditions.isAttacking = false; stateMachine.enemy.conditions.isChasing = false; stateMachine.enemy.conditions.isAttackRange = false; stateMachine.enemy.conditions.isHitten = false; stateMachine.enemy.conditions.isDead = true; }
private void DoGetHit(DragonStateMachine stateMachine) { if (!GameManager.Instance.soundManager.isPlaying("DragonGetHit")) { GameManager.Instance.soundManager.Play("DragonGetHit"); } stateMachine.navAgent.isStopped = true; stateMachine.navAgent.velocity = Vector3.zero; stateMachine.SetTriggerGetHitAnim(); stateMachine.enemy.SetNewDamageIndicator(); stateMachine.enemy.ParticleDamaged(); stateMachine.enemy.stats.CurrentHp -= stateMachine.enemy.cuantity; stateMachine.enemy.hpIndicator.UpdateHp(); stateMachine.enemy.conditions.isWait = true; stateMachine.enemy.conditions.isHitten = false; }
public IState DoState(DragonStateMachine stateMachine) { DoPursuit(stateMachine); if (stateMachine.enemy.conditions.canShoot) { return(stateMachine.shootingState); } else if (stateMachine.enemy.conditions.isHitten) { return(stateMachine.getHitState); } else if (stateMachine.enemy.conditions.isDead) { return(stateMachine.deathState); } else { return(stateMachine.pursuitState); } }
public IState DoState(DragonStateMachine stateMachine) { DoShooting(stateMachine); if (stateMachine.enemy.conditions.isDead) { return(stateMachine.deathState); } else if (stateMachine.enemy.conditions.isHitten) { return(stateMachine.getHitState); } else if (stateMachine.enemy.conditions.isChasing) { return(stateMachine.pursuitState); } else { return(this); } }
private void DoPursuit(DragonStateMachine stateMachine) { stateMachine.navAgent.isStopped = false; if (stateMachine.navAgent.destination != GameManager.Instance.player.transform.position) { stateMachine.navAgent.SetDestination(GameManager.Instance.player.transform.position); } if (Vector3.Distance(stateMachine.navAgent.transform.position, stateMachine.navAgent.destination) <= stateMachine.enemy.stats.ShootingRange) { stateMachine.enemy.conditions.isShootingRange = true; stateMachine.enemy.conditions.isChasing = false; stateMachine.ShootingMonobehaviour(); } else if (Vector3.Distance(stateMachine.navAgent.transform.position, stateMachine.navAgent.destination) > stateMachine.enemy.stats.ShootingRange) { stateMachine.enemy.conditions.isShootingRange = false; stateMachine.enemy.conditions.canShoot = false; stateMachine.StopCoroutine("CounterToIsShootOn"); stateMachine.enemy.conditions.isWait = false; } }