예제 #1
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!_delegate)
        {
            _delegate = animator.GetComponent <Skeleton_Delegate>();
        }

        _count = Random.Range(_minTime, _maxTime);

        _delegate.State = SkeletonState.Idle;
    }
예제 #2
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!_delegate)
        {
            _delegate = animator.GetComponent <Skeleton_Delegate>();
            _agent    = _delegate.NavAgent;
        }

        _count = 0f;
        //_agent.isStopped = false;

        _delegate.State = SkeletonState.Walk;
    }
예제 #3
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!_delegate)
        {
            _delegate = animator.GetComponent <Skeleton_Delegate>();
            _parent   = _delegate.Parent.transform;
        }

        // turn on warning
        animator.SetTrigger("Warning");


        _delegate.State = SkeletonState.PreapareAttak;
    }
예제 #4
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!_delegate)
        {
            _delegate = animator.GetComponent <Skeleton_Delegate>();

            _rb = _delegate.Rb;
            _parentTransform = _delegate.Parent.transform;
            _myDamage        = _delegate.MyDamage;
            _myCollider      = _delegate.MyCollider;
            _agent           = _delegate.NavAgent;
        }

        _myDamage.gameObject.SetActive(false);
        //_myCollider.gameObject.SetActive(false);
        _rb.isKinematic  = true;
        _agent.isStopped = true;

        _delegate.State = SkeletonState.Death;
    }
예제 #5
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!_delegate)
        {
            _delegate = animator.GetComponent <Skeleton_Delegate>();
            _rb       = _delegate.Rb;
            _parent   = _delegate.Parent.transform;
            _myDamage = _delegate.MyDamage;
        }

        _count = _time;

        Vector3 direction = _parent.rotation * Vector3.forward;


        _rb.isKinematic = false;
        _rb.velocity    = direction * 50f;

        _myDamage.gameObject.SetActive(true);

        _delegate.State = SkeletonState.Attack;
    }