protected override void OnChangeState_Yakuza() { var enemy = Owner as Yakuza; if (null == Player) { return; } if (Player.IsStun || Player.IsInvincible || Player.IsTransparent || !ApplicationManager.IsGamePlay) { return; } if (SearchArea.IsFound) { //見つかった瞬間 EmotionEmitter_.OpentFire(EMOTION_INDEX.ANGRY, 1.0f); enemy.isDiscover = true; ChangeState <EnemyState_Close>(EmotionEmitter_); AudioManager.Instance.Play3DSE(Owner.transform.position, SEPath.GAME_SE_VOICE_YAKUZA); Player.Alart(true); LookEnemy?.AddEnemy(Owner.transform); } }
protected override void OnChangeState_OldBattleaxe() { if (null == Player) { return; } OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.ResetAttack(); if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { //if (enemy.isHit) enemy.isHit = false; enemy.isAngry = false; return; } if (enemy.isAngry) { //enemy.isAngry = true; enemy.isDiscover = true; ChangeState <EnemyState_Close>(EmotionEmitter_); var ai = Owner.state_AI as EnemyState_Close; Player.Alart(true); LookEnemy?.AddEnemy(Owner.transform); EmotionEmitter_.OpentFire(EMOTION_INDEX.ANGRY, 0.8f); } }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { ChangeState <EnemyState_Move>(EmotionEmitter_); enemy.isAngry = false; enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); EmotionEmitter_.CloseFire(); return; } if (Mathf.Abs((Owner.transform.position - goal.position).magnitude) <= 3.0f) { ChangeState <EnemyState_Attack>(EmotionEmitter_); enemy.Animator.Play(ATTACK); return; } }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; if (enemy.isDiscover) { enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); } }
protected override void OnChangeState_Yakuza() { var enemy = Owner as Yakuza; if (enemy.isDiscover) { enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); } }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { GameObject player; if (conn.connectionId < 0) { player = (GameObject)GameObject.Instantiate (spawnPrefabs[1], Vector3.zero, Quaternion.identity); bossLook = player.GetComponentInChildren<LookEnemy> (); } else { player = (GameObject)GameObject.Instantiate (spawnPrefabs[0], base.startPositions[Random.Range(0,base.startPositions.Count)].position, Quaternion.identity); bossLook.AddEnemy (player); } NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); }
private void Start() { Player = GameObject.FindGameObjectWithTag(Constants.TagName.PLAYER)?.GetComponent <Player>(); SearchArea = GetComponentInChildren <SearchArea>(); LookEnemy = FindObjectOfType <LookEnemy>(); if (null == Owner) { Owner = GetComponent <Character.Enemy>(); } }
protected override void OnChangeState_Yakuza() { Player.Stun(); var enemy = Owner as Yakuza; enemy.isDiscover = false; LookEnemy?.DeleteEnemy(Owner.transform); ChangeState <EnemyState_Move>(EmotionEmitter_); EmotionEmitter_.CloseFire(); }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { GameObject player; if (conn.connectionId < 0) { player = (GameObject)GameObject.Instantiate(spawnPrefabs[1], Vector3.zero, Quaternion.identity); bossLook = player.GetComponentInChildren <LookEnemy> (); } else { player = (GameObject)GameObject.Instantiate(spawnPrefabs[0], base.startPositions[Random.Range(0, base.startPositions.Count)].position, Quaternion.identity); bossLook.AddEnemy(player); } NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.isHit = false; enemy.isAngry = false; enemy.isDiscover = false; Player.Stun(); LookEnemy?.DeleteEnemy(Owner.transform); ChangeState <EnemyState_Move>(EmotionEmitter_); EmotionEmitter_.CloseFire(); }