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; }
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; }
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; }
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; }
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; }