/// <summary> /// 상태 딕셔너리 추가 /// **다른 곳에서는 수정이 안됨 /// **try~catch로는 null값으로 들어가서 catch 잡기가 불가능함 /// </summary> protected override void DictionarySetting() { base.DictionarySetting(); patrolState = GetComponent <AIPatrolState>(); chaseState = GetComponent <AIChaseState>(); attackState = GetComponent <AIAttackState>(); knockbackState = GetComponent <AIKnockBackState>(); deathState = GetComponent <AIDeathState>(); dictStateAction.Add(AIController.AIState.IDLE, this); dictStateAction.Add(AIController.AIState.PATROL, patrolState); dictStateAction.Add(AIController.AIState.CHASE, chaseState); dictStateAction.Add(AIController.AIState.ATTACK, attackState); dictStateAction.Add(AIController.AIState.KNOCKBACK, knockbackState); dictStateAction.Add(AIController.AIState.DEATH, deathState); // Debug.Log("접근끝"); climbState = GetComponent <AIClimbState>(); if (climbState != null) { dictStateAction.Add(AIController.AIState.CLIMB, climbState); } landState = GetComponent <AILandState>(); if (landState != null) { dictStateAction.Add(AIController.AIState.LAND, landState); } jumpState = GetComponent <AIJumpState>(); if (jumpState != null) { dictStateAction.Add(AIController.AIState.JUMP, jumpState); } spitState = GetComponent <AISpitState>(); if (spitState != null) { dictStateAction.Add(AIController.AIState.SPIT, spitState); } leapState = GetComponent <AILeapState>(); if (leapState != null) { dictStateAction.Add(AIController.AIState.LEAP, leapState); } rushState = GetComponent <AIRushState>(); if (rushState != null) { dictStateAction.Add(AIController.AIState.RUSH, rushState); } }
/// <summary> /// Sets AI state for Gun. /// </summary> /// <param name="val">AIAttackState</param> public void SetAIState(AIAttackState val) { currentState = val; }
public void ChangeAttackState(AIAttackState newState) { timer.StartTimer(3); startAttackTime = timer.currentTime[3]; currentAttackState = newState; }