예제 #1
0
 // Start is called before the first frame update
 public override void Start()
 {
     base.Start();
     auxDelayStateDeffense = delayStateDeffense;
     stateDeffence         = StateDeffence.CounterAttackDeffense;
     auxDelayVulnerable    = delayVulnerable;
     auxDelayStateCounterAttackDeffense = delayStateCounterAttackDeffense;
     inDeffense = false;
 }
예제 #2
0
 public void CheckInDeffense()
 {
     if (enumsEnemy.GetMovement() == EnumsEnemy.Movimiento.DefensaEnElLugar)
     {
         inDeffense = true;
         if (inDeffense)
         {
             delaySelectMovement = 0.1f;
         }
         if (delayStateCounterAttackDeffense > 0)
         {
             spriteEnemy.spriteRenderer.color = Color.yellow;
             stateDeffence = StateDeffence.CounterAttackDeffense;
             delayStateCounterAttackDeffense = delayStateCounterAttackDeffense - Time.deltaTime;
         }
         else if (delayStateDeffense > 0)
         {
             delayStateDeffense = delayStateDeffense - Time.deltaTime;
             spriteEnemy.spriteRenderer.color = Color.white;
             stateDeffence = StateDeffence.NormalDeffense;
         }
         else if (delayStateDeffense <= 0)
         {
             CheckVulnerable();
             if (delayVulnerable <= 0)
             {
                 delayStateCounterAttackDeffense = auxDelayStateCounterAttackDeffense;
                 inDeffense          = false;
                 delayStateDeffense  = auxDelayStateDeffense;
                 delayVulnerable     = auxDelayVulnerable;
                 delaySelectMovement = 0;
                 enumsEnemy.SetMovement(EnumsEnemy.Movimiento.Nulo);
             }
         }
     }
     else if (enumsEnemy.GetMovement() == EnumsEnemy.Movimiento.Nulo && delayVulnerable > 0 && inDeffense)
     {
         delaySelectMovement = 0.1f;
         CheckVulnerable();
     }
     else if (enumsEnemy.GetMovement() == EnumsEnemy.Movimiento.Nulo)
     {
         delayStateCounterAttackDeffense = auxDelayStateCounterAttackDeffense;
         inDeffense          = false;
         delayStateDeffense  = auxDelayStateDeffense;
         delayVulnerable     = auxDelayVulnerable;
         delaySelectMovement = 0;
         enumsEnemy.SetMovement(EnumsEnemy.Movimiento.Nulo);
     }
 }
예제 #3
0
 public void CheckVulnerable()
 {
     if (delayVulnerable > 0)
     {
         delaySelectMovement = 0.1f;
         spriteEnemy.spriteRenderer.color = Color.white;
         enumsEnemy.SetMovement(EnumsEnemy.Movimiento.Nulo);
         delayVulnerable = delayVulnerable - Time.deltaTime;
         if (delayVulnerable <= 0 && inDeffense)
         {
             stateDeffence = StateDeffence.NormalDeffense;
         }
         else
         {
             stateDeffence = StateDeffence.Nulo;
         }
     }
 }
예제 #4
0
 public void SetStateDeffense(StateDeffence _stateDeffence)
 {
     stateDeffence = _stateDeffence;
 }