private void Update() { if (skillData.isOnReady() && Input.GetMouseButton(MouseClick[LeftClick])) { skillData.activateSkill(); playerWeapon.setWeaponDisabled(true); solarShieldOnActive = Instantiate(solarShield, transform.position, Quaternion.identity).GetComponent <Player_Skill_SolarShieldObject>(); isShieldOnActive = true; } }
private void Start() { enemyWeapon = GetComponent <Common_WeaponObject>(); if (enemyWeapon != null) { enemyWeapon.setWeaponDisabled(true); } }
private void FixedUpdate() { switch (state) { case RouteState.onMove: if (transform.position != enemyRoute.routeList[curRouteIndex].destination) { transform.position = Vector3.MoveTowards( transform.position, enemyRoute.routeList[curRouteIndex].destination, enemyRoute.routeList[curRouteIndex].linearVelocity * Time.fixedDeltaTime); } else if (enemyWeapon != null && enemyRoute.routeList[curRouteIndex].isFireOnWait) { if (enemyRoute.routeList[curRouteIndex].isWeaponRefresh) { enemyWeapon.initializeWeapons(); } enemyWeapon.setWeaponDisabled(!enemyRoute.routeList[curRouteIndex].isFireOnWait); state = RouteState.onFire; } else if (enemyRoute.routeList[curRouteIndex].waitTime >= 0.02f) { setToWait(); } else { setToNext(); } break; case RouteState.onFire: if (enemyWeapon.getCurWeaponData().isOnEnd()) { enemyWeapon.setWeaponDisabled(true); setToWait(); } break; case RouteState.onWait: if (!enemyRoute.routeList[curRouteIndex].isWaitTimeOut()) { enemyRoute.routeList[curRouteIndex].countWaitTime(Time.fixedDeltaTime); } else { setToNext(); } break; case RouteState.onStart: curRouteIndex = 0; setToMove(); break; case RouteState.onEnd: if (isDestroyOnEnd) { Destroy(gameObject); } else if (isFireOnEnd) { if (enemyWeapon != null) { if (isWeaponRefreshOnEnd) { enemyWeapon.initializeWeapons(); } enemyWeapon.setWeaponDisabled(false); } } break; } }