public override void UpdateComponent(float _DeltaTime) { base.UpdateComponent(_DeltaTime); if (!m_AICharacter) { return; } if (m_AICharacter.m_Live == CharacterBase.E_Live.DEAD) { if (m_AICharacter.m_UpperAnimState == CharacterBase.E_UpperBodyAnimState.ATTACK) { m_AICharacter.m_UpperAnimState = CharacterBase.E_UpperBodyAnimState.DEATH; m_AICharacter.m_Animator.CrossFade(CharacterBase.m_AnimIdleKey, 0.1f); } return; } if (!m_AICharacter.m_TargetCharacter) { return; } if (m_AICharacter.GetAIState() != AICharacter.E_AIState.ATTACK) { return; } if (m_AICharacter.m_UpperAnimState != CharacterBase.E_UpperBodyAnimState.ATTACK) { m_AICharacter.m_UpperAnimState = CharacterBase.E_UpperBodyAnimState.ATTACK; m_CharacterBase.m_Animator.CrossFade(CharacterBase.m_AnimGunAttackKey, 0.1f * GameManager.Instance.TimeScale); m_AttackDelay = 0.1f; } if (m_AttackDelay > 0.0f) { m_AttackDelay -= _DeltaTime; return; } m_AttackDelay = m_AICharacter.GetAIData().AttackDelay; if (m_AICharacter.GetAIData().Belligerence < (1.0f - Random.Range(0.0f, 1.0f))) { m_AttackDelay += m_AICharacter.GetAIData().Belligerence *(1.0f - Random.Range(0.0f, 1.0f)); } Vector3 upperbodyDir = m_AICharacter.GetUpperBodyDirection(); Vector3 upperbodyDirNormal = upperbodyDir.normalized; Vector3 targetDir = m_AICharacter.m_TargetCharacter.transform.position - m_AICharacter.transform.position; float tdistance = targetDir.magnitude; float d = Vector3.Dot(upperbodyDirNormal, targetDir.normalized); if (d > 0.95f && tdistance <= m_AICharacter.GetAIData().AttackRange) { if (Physics.Raycast(m_AICharacter.GetBodyPositionWithWorld(), upperbodyDirNormal, tdistance * 0.3f, m_ObstacleLayerMask)) { foreach (Gun g in m_CharacterBase.GetGuns()) { g.GunShotDisable(); } return; } foreach (Gun g in m_CharacterBase.GetGuns()) { g.GunShotActivate(); } for (int i = 0; i < m_AICharacter.GetGunAttachCount(); ++i) { BulletSystem.CreateBullet(m_AICharacter.GetGun(i).GetFirePoint().position, 1.0f, m_AICharacter.m_CharacterID, E_BulletType.ORANGE, 1, upperbodyDir, 30.0f, m_TargetLayerMask, 5); } SoundManager.Instance.PlayInstanceSound(m_CharacterBase.GetGun(0).GetFirePoint().position, m_CharacterBase.GetGun(0).GetFireSound()); } else { foreach (Gun g in m_CharacterBase.GetGuns()) { g.GunShotDisable(); } } }