void Start()
 {
     if (_bull != null) {
         _Charge = _bull.GetComponent<BullBehaviour> ();
     }
         _MeshObstakels  = GetComponent<NavMeshObstacle> ();
 }
예제 #2
0
    public override void Enter()
    {
        _bullsound = GetComponent<BullSound>();
        bullBehaviour = GetComponent<BullBehaviour> ();
        prepare = GetComponent<StatePrepare> ();

        _CurrentTarget = prepare.targetPlayer.transform.position;
        bullBehaviour.isCharging = true;
    }
 public override void Enter()
 {
     bullbehaviour = GetComponent<BullBehaviour> ();
     _bullsound = GetComponent<BullSound>();
     bullbehaviour.isCharging = false;
     bullbehaviour.acceleration (1000f);
     bullbehaviour.setSpeed (0f);
     BullAnimator.BullAnimation(5);
     StartCoroutine (WaitAndRecover (4.0f));
 }
 public override void Enter()
 {
     bullBehaviour = GetComponent<BullBehaviour> ();
     //stand still
     bullBehaviour.setSpeed(_stop);
     bullBehaviour.stoppingDistance(20f);
     //look at player
     _CurBullPos = this.gameObject.transform.position;
     //particle fire system
     StartCoroutine(ParticleStart());
     //Player damage zone
     //leave
     StartCoroutine(EndBehaviour());
 }
    public override void Enter()
    {
        bullbehaviour   = GetComponent<BullBehaviour> ();
        stateCharge     = GetComponent<StateCharge>();

        _startPos = stateCharge.recoverLocation;

        bullbehaviour.setSpeed (_maxSpeed);

        if (transform.position.z > 0) {
            _Zside = true;
        } else {
            _Zside = false;
        }
    }
 public override void Enter()
 {
     bullBehaviour   = GetComponent<BullBehaviour>();
     _PlayerX        = _Player.transform.position.x;
     bullBehaviour.setSpeed(20f);
 }
예제 #7
0
 // Use this for initialization
 void Start()
 {
     bullBehaviour = GetComponentInParent<BullBehaviour> ();
 }
    public override void Enter()
    {
        _startZone = transform.position;

        bullBehaviour = GetComponent<BullBehaviour> ();
    }