예제 #1
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animator.SetBool("Hit", false);
        EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>();

        enemy.source.Stop();
    }
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>();

        enemy.source.Stop();
        Destroy(animator.gameObject);
    }
예제 #3
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    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>();

        enemy.source.clip = enemy.walkingSound;
        enemy.source.loop = true;
        enemy.source.Play();
    }
예제 #4
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        EnemyTitanScript enemy = animator.gameObject.GetComponent <EnemyTitanScript>();

        //enemy.source.clip = enemy.hitSound;
        enemy.source.loop = false;
        enemy.source.PlayOneShot(enemy.hitSound);
        //enemy.source.clip = enemy.bulletCollisionSound;
        enemy.source.loop = false;
        enemy.source.PlayOneShot(enemy.bulletCollisionSound);
    }