protected override void OnChangeState_OldBattleaxe() { if (null == Player) { return; } OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.ResetAttack(); if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { //if (enemy.isHit) enemy.isHit = false; enemy.isAngry = false; return; } if (enemy.isAngry) { //enemy.isAngry = true; enemy.isDiscover = true; ChangeState <EnemyState_Close>(EmotionEmitter_); var ai = Owner.state_AI as EnemyState_Close; Player.Alart(true); LookEnemy?.AddEnemy(Owner.transform); EmotionEmitter_.OpentFire(EMOTION_INDEX.ANGRY, 0.8f); } }
protected override void OnChangeState_Yakuza() { var enemy = Owner as Yakuza; if (null == Player) { return; } if (Player.IsStun || Player.IsInvincible || Player.IsTransparent || !ApplicationManager.IsGamePlay) { return; } if (SearchArea.IsFound) { //見つかった瞬間 EmotionEmitter_.OpentFire(EMOTION_INDEX.ANGRY, 1.0f); enemy.isDiscover = true; ChangeState <EnemyState_Close>(EmotionEmitter_); AudioManager.Instance.Play3DSE(Owner.transform.position, SEPath.GAME_SE_VOICE_YAKUZA); Player.Alart(true); LookEnemy?.AddEnemy(Owner.transform); } }
private void Animation() { isStoppingAnimation = true; if (isAngry) { EmotionEmitter_.OpentFire(EMOTION_INDEX.SAD, 0.5f); Animator.CrossFadeInFixedTime(EnemyAnimation.Repel, 0.5f); } else { EmotionEmitter_.OpentFire(EMOTION_INDEX.HAPPY, 1.0f); Animator.CrossFadeInFixedTime(EnemyAnimation.Fine, 0.5f); } }
public override void HitBullet(Bullet bullet) { if (isDown) { return; } AddVitamins(bullet.Power); if (insufficiency <= 0) { SetDown(); Animation(); EmotionEmitter_.OpentFire(EMOTION_INDEX.SAD, 0.5f); } }
public override void HitBullet(Bullet bullet) { if (isDown) { return; } if (lack_vitamins == bullet.BulletType || Constants.NUTRIENTS_TYPE._ALL == bullet.BulletType) { AddVitamins(bullet.Power); if (insufficiency <= 0) { SetDown(); // バウンティの処理 var bounty_manager = GameObject.FindGameObjectWithTag(Constants.TagName.BOUNTY_MANAGER).GetComponent <BountyManager>(); bounty_manager.EnemyDeath((int)lack_vitamins); Animator.CrossFadeInFixedTime(EnemyAnimation.Fine, 0.5f); isStoppingAnimation = true; EmotionEmitter_.OpentFire(EMOTION_INDEX.HAPPY, 1.0f); } } else { // コンボの終了 ComboManager.Instance.LostCombo(); AudioManager.Instance.Play3DSE(transform.position, SEPath.GAME_SE_VOICE_MAN); Animator.CrossFadeInFixedTime(EnemyAnimation.Angry, 0.5f); isStoppingAnimation = true; EmotionEmitter_.OpentFire(EMOTION_INDEX.SAD, 0.3f, 3); } }