public virtual void Attack2Command() { if (EnemyState != EnemyAction.Cooldown) { command = EnemyCommands.Attack2; } }
protected void Attack(float power) { /* * HitController[] hcontrollers = gameObject.GetComponentsInChildren<HitController>(); * HitController hcontrollerL = null; * HitController hcontrollerR = null; * * foreach (HitController hcontroller in hcontrollers) * { * if (hcontroller.gameObject.tag == "hitRight") * { * hcontrollerR = hcontroller; * } * else if (hcontroller.gameObject.tag == "hitLeft") * { * hcontrollerL = hcontroller; * } * } */ PlayAttack(); /* * if (CanHit && AimHit != null) * { * HittableController hController = AimHit.GetComponent<HittableController>(); * if (hController != null) * { * if (FacingRight) * { * if (hcontrollerR != null) * { * hcontrollerR.GetActionHit(); * } * } * else * { * if (hcontrollerL != null) * { * hcontrollerL.GetActionHit(); * } * } * hController.GettingHit(power); * } * } */ command = EnemyCommands.Idle; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { commands = animator.GetComponent <EnemyCommands>(); commands.Commands[command].Invoke(); }
public void MoveBackCommand() { command = EnemyCommands.MoveBack; }
public void MoveCommand() { command = EnemyCommands.Move; }
public void IdleCommand() { command = EnemyCommands.Idle; }