Пример #1
0
    public void runAction(DevilAttack state){
        switch (state){
            case DevilAttack.PissedOff:
                waitTime = 2.0f;
                Debug.Log("In action state = " + state);
				break;
			case DevilAttack.Angry:
				Debug.Log("In action state = " + state);
                waitTime = 3.0f;
                break;
			case DevilAttack.Irritated:
                Debug.Log("In action state = " + state);
                waitTime = 4.0f;
                break;
			case DevilAttack.Annoyed:
                Debug.Log("In action state = " + state);
                waitTime = 5.0f;
                break;
			case DevilAttack.Harmless:
                waitTime = 6.0f;
                break;
            default:
                Debug.Log("In action state = " + state);
                break;
        }
    }
Пример #2
0
 void Awake()
 {
     player       = GameObject.FindGameObjectWithTag("Player").transform;
     playerHealth = player.GetComponent <PlayerHealth> ();
     devilHealth  = GetComponent <DevilHealth> ();
     devilAttack  = GetComponent <DevilAttack> ();
     nav          = GetComponent <UnityEngine.AI.NavMeshAgent> ();
 }