public NormalState(EnemyInformation Info) : base(Info) { enemyAction = ActionPattern.LOOK; nextState = this; enemyInfo.animator.SetFloat("speed", 0f); enemyInfo.animator.Play("Idle"); targetPosition = enemyInfo.transform.position; }
public AnomalyState(EnemyInformation Info) : base(Info) { nextState = this; timeCounter = Time.time; enemyInfo.animator.SetFloat("speed", 0f); if (enemyInfo.pushForce_y > 0f) { standup = true; } }
public void Prepare(PlayerController p, CaptainEnemy cap, EnemyData data) { animator = GetComponent <Animator> (); player = p; captain = cap; characterController_ = GetComponent <CharacterController> (); //collision = GetComponentInChildren<AbeCollision> (); enemyInfo = new EnemyInformation(animator, player, transform); enemyInfo.hp = data.Hp; enemyInfo.attack = data.attack; enemyInfo.moveSpeed = data.speed; enemyInfo.range = data.range; nowState = new NormalState(enemyInfo); nowState.targetPosition = transform.position; }
public DeadState(EnemyInformation Info) : base(Info) { nextState = this; timeCounter = Time.time; }
public ArtificialIntelligenceStage(EnemyInformation Info) { enemyInfo = Info; }