public override void OnDead() { GoyeCombat1 goye = transform.parent.GetComponent <GoyeCombat1>(); Destroy(goye.transform.Find("Combat Field").gameObject); Camera.main.GetComponent <BasicFollower>().RestoreCameraFollowing(); goye.GetComponent <EnemySaveData>().Save(false); }
public GC1_MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; cooldownTimer = -1f; }
public GC1_DefenceState(FiniteStateMachine stateMachine, Entity entity, string animName, DefenceStateData stateData, GoyeCombat1 enemy, State defaultNextState = null) : base(stateMachine, entity, animName, stateData, defaultNextState) { this.enemy = enemy; cooldownTimer = -1f; isCounterAttack = false; }
//protected bool isFacingToPlayer; public GC1_RunState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, walkData) { this.enemy = enemy; //isFacingToPlayer = true; }
public GC1_CombatIdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData) { this.enemy = enemy; }
public GC1_BattleBeginState(FiniteStateMachine stateMachine, Entity entity, string animName, GoyeCombat1 enemy) : base(stateMachine, entity, animName) { this.enemy = enemy; isBattleBegin = false; }
//protected float cooldownTimer; public GC1_ParryState(FiniteStateMachine stateMachine, Entity entity, string animName, ParryStateData stateData, GoyeCombat1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; //cooldownTimer = -1f; }
private void Awake() { combatTrigger = transform.parent.GetComponentInChildren <GC1_CombatTrigger>(); goyeCombat = GetComponentInParent <GoyeCombat1>(); Gulch.GameEventListener.Instance.OnPlayerDeadHandler += OnPlayerDead; }
public GC1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
public GC1_DefeatState(FiniteStateMachine stateMachine, Entity entity, string animName, GoyeCombat1 enemy) : base(stateMachine, entity, animName) { this.enemy = enemy; }