public override void Exit() { Ai.Renderer.material.SetFloat("_Dissolve", 1f); SetColliderRecursive(Ai.gameObject, aliveLayer); foreach (string tag in deathAnimationTags) { Anime.ResetTrigger(tag); } }
public override void Enter() { RuntimeManager.PlayOneShot(DeathSFX, Ai.transform.position); Anime.ResetTrigger("Idle"); Anime.ResetTrigger("Attack"); Anime.ResetTrigger("HurtRight"); Anime.SetTrigger(deathAnimationTags[Random.Range(0, deathAnimationTags.Length)]); Ai.OnDeath?.Invoke(); Ai.OnDeath = null; timer = 0; SetColliderRecursive(Ai.gameObject, deathLayer); }
public override void Exit() { Ai.StopCoroutine(RotateTowardsTarget()); Anime.ResetTrigger(AnimationTag); if (vfx != null) { vfx.transform.parent = null; vfx.SetActive(false); vfx = null; Debug.Log("disabled vfx"); } }
public override void Enter() { resetTimer = 0; waitForBeat = false; BeatManager.OnBeat += StartWalkOnBeat; shouldFreeSlot = true; disableAgent = true; Agent.enabled = true; GetDestination(); Agent.SetDestination(currentTargetPos); Anime.ResetTrigger("HurtRight"); Anime.SetTrigger("Idle"); }
public override void Enter() { Anime.SetTrigger("HurtRight"); newKnockbackTime = KnockbackTime; if (Ai.EnemyType != Enemy.shooterAi) { Agent.enabled = true; } ogpos = Ai.transform.position; timer = 0f; RuntimeManager.PlayOneShotAttached(KnockbackSound, Ai.gameObject); //Ai.Anime.SetTrigger(KnockbackAnimationTrigger); if (TriggerHeavyKnockBack) { newKnockbackTime = newKnockbackTime * KnockBackTimeOnBeatMultiplier; TriggerHeavyKnockBack = false; Anime.ResetTrigger("HurtRight"); Anime.SetBool("shock", true); } }