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); }
// 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; }
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); } }