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); } }
void Update() { if (!Witch.SkillSys.CurrentSkill.IsOn) { if (Witch.CloseTelCheck) { Witch.Anim.speed = 1.0f; Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetState(WitchState.Attack); return; } else { if (Witch.DistanceCheck(Witch.Stat.AttackDistance)) { Witch.SetState(WitchState.Attack); return; } } Witch.SetState(WitchState.Chase); return; } }
public override void BeginState() { if (!Witch.CloseTelCheck) { Witch.SetAttack(); } Witch.RotateToTarget(Witch.Target.transform.position); Witch.MoveStop(); _randTel = false; }
void Update() { if (Witch.TelAttack) { if (Witch.CloseTelCheck) { Witch.SkillSys.OnTeleport(Witch.Target.transform, 1); Witch.TelAttack = false; Witch.SetState(WitchState.Skill); return; } } if (!Witch.DistanceCheck(Witch.Stat.AttackDistance) && !Witch.IsAttacking) { Witch.SetState(WitchState.Chase); return; } else if (!Witch.IsAttacking) { Witch.TelAttack = false; //if (Witch.TelAttack) // return; _rand = Random.Range(0.0f, 100.0f); if (_rand >= 75.0f) { _randTel = true; if (_randTel) { Witch.CloseTelCheck = false; Witch.RotateToTarget(Witch.Target.transform.position); Witch.SetAttack(); Witch.TelAttack = true; return; } } //else if (_rand >= 50.0f) //{ // Witch.SetState(WitchState.AttackRelease); // return; //} Witch.SetAttack(); Witch.RotateToTarget(Witch.Target.transform.position); } }
public override void BeginState() { m_minDis = Mathf.Infinity; m_useSkill = null; Witch.RotateToTarget(GameObject.Find("Player").transform.position); }