void Update() { if (Witch.DistanceCheck(Witch.Stat.AttackDistance) && !Witch.TelAttack) { Witch.SetState(WitchState.Attack); return; } if (Witch.CloseTelCheck) { Witch.SkillSys.OnTeleport(Witch.Target.transform, 1); Witch.SetState(WitchState.Skill); return; } if (!Witch.DistanceCheck(Witch.CloseDistance)) { if (!Witch.TelAttack) { Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetAttack(); Witch.MoveStop(); Witch.TelAttack = true; return; } } if (!Witch.TelAttack) { Witch.MoveToTargetLookAt(Witch.Target.transform.position); } }
public override void BeginState() { if (!Witch.CloseTelCheck) { Witch.SetAttack(); } Witch.RotateToTarget(Witch.Target.transform.position); Witch.MoveStop(); _randTel = false; }
public override void EndState() { Witch.TelAttack = false; Witch.MoveStop(); }
public override void BeginState() { Witch.MoveStop(); }