Пример #1
0
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Bot_Boss B_B = Animator.FindObjectOfType <Bot_Boss>();

        shootPortal  = Instantiate(B_B.shooterPortal, B_B.shooterA.position, Quaternion.identity);
        shootPortal2 = Instantiate(B_B.shooterPortal, B_B.shooterB.position, Quaternion.identity);
    }
Пример #2
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Bot_Boss B_B = Animator.FindObjectOfType <Bot_Boss>();

        shootPortal.transform.parent  = B_B.shooterA;
        shootPortal2.transform.parent = B_B.shooterB;
    }
Пример #3
0
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Bot_Boss B_B = Animator.FindObjectOfType <Bot_Boss>();

        B_B.prepareAttack(1, "Attack" + random);
        pRandom = random;

        Enemy_HP B_H = Animator.FindObjectOfType <Bot_Boss>().B_H;

        if (B_H.HP <= B_H.MaxHP / 2)
        {
            animator.SetBool("State2", true);
        }
    }