IEnumerator DeadChk() { while (this.enemyAI.IsAttack) { yield return(new WaitForEndOfFrame()); } enemyAI.AttackEnd(); enemyAI.IdleTimeChk(enemyAI.fIdleTime); this.gameObject.SetActive(false); yield break; }
public IEnumerator PunchReturn(Vector3 endPos, IBasicAI enemyAI, int patternIndex) { float fTime = 0f; while (fTime < 1f) { fTime += Time.deltaTime * 1.5f; this.transform.localPosition = Vector3.Lerp(this.transform.localPosition, endPos, fTime); yield return(new WaitForEndOfFrame()); } this.transform.localPosition = new Vector3(this.transform.localPosition.x, -0.2f, this.transform.localPosition.z); fTime = 0f; enemyAI.AttackEnd(); enemyAI.IdleTimeChk(enemyAI.fIdleTime); enemyAI.LivingEntity.gameObject.SendMessage("PatternCoolDownSetting", patternIndex); myArm.ArmAttackEnd(); bIsRocketPunch = false; yield break; }
public void AttackEnd() { enemyAI.AttackEnd(); enemyAI.IdleTimeChk(enemyAI.fIdleTime); }