예제 #1
0
        protected override void OnChangeState_OldBattleaxe()
        {
            OldBattleaxe enemy = Owner as OldBattleaxe;

            if (Player.IsStun || Player.IsInvincible || Player.IsTransparent)
            {
                ChangeState <EnemyState_Move>(EmotionEmitter_);

                enemy.isAngry = false;

                enemy.isDiscover = false;

                Player.Alart(false);

                LookEnemy?.DeleteEnemy(Owner.transform);

                EmotionEmitter_.CloseFire();

                return;
            }

            if (Mathf.Abs((Owner.transform.position - goal.position).magnitude) <= 3.0f)
            {
                ChangeState <EnemyState_Attack>(EmotionEmitter_);

                enemy.Animator.Play(ATTACK);

                return;
            }
        }
예제 #2
0
        protected override void OnChangeState_Yakuza()
        {
            Player.Stun();

            var enemy = Owner as Yakuza;

            enemy.isDiscover = false;

            LookEnemy?.DeleteEnemy(Owner.transform);

            ChangeState <EnemyState_Move>(EmotionEmitter_);

            EmotionEmitter_.CloseFire();
        }
예제 #3
0
        protected override void OnChangeState_OldBattleaxe()
        {
            OldBattleaxe enemy = Owner as OldBattleaxe;

            //enemy.isHit = false;
            enemy.isAngry = false;

            enemy.isDiscover = false;

            Player.Stun();

            LookEnemy?.DeleteEnemy(Owner.transform);

            ChangeState <EnemyState_Move>(EmotionEmitter_);

            EmotionEmitter_.CloseFire();
        }