// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateEnter(animator, stateInfo, layerIndex);

        if (NPCScriptRef.isCollidingWithObstacle)
        {
            NPCScriptRef.FlipEnemy();
            NPCScriptRef.isCollidingWithObstacle = false;
        }
    }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     base.OnStateEnter(animator, stateInfo, layerIndex);
     NPCScriptRef.FlipEnemy();
     NPCScriptRef.SetIdle();
     if (NPCScriptRef.m_health > 0)
     {
         NPCScriptRef.IdleDelay();
     }
 }
Пример #3
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!NPCScriptRef.isCollidingWithObstacle)
        {
            NPCScriptRef.CheckIfEnemyHasToTurn(PlayerObject.transform.position);
        }

        if (Vector2.Distance(animator.transform.position, PlayerObject.transform.position) < 2)
        {
            animator.SetBool(EnemyAnimation.TransitionCoditions.Attack, true);
        }
        else if (Vector2.Distance(animator.transform.position, PlayerObject.transform.position) > 5)
        {
            animator.SetBool(EnemyAnimation.TransitionCoditions.Walk, true);
        }
    }
Пример #4
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateEnter(animator, stateInfo, layerIndex);
        if (NPCScriptRef.m_health <= 0)
        {
            NPCScriptRef.SetIdle();
            NPC.GetComponent <CapsuleCollider2D> ().enabled = false;
            // disable triggers for attack and obstacle
            Transform[] childLayers = new Transform[NPC.transform.childCount];

            for (int i = 0; i < childLayers.Length; i++)
            {
                NPC.transform.GetChild(i).GetComponent <BoxCollider2D>().enabled = false;
            }

            animator.SetBool(EnemyAnimation.TransitionCoditions.Die, true);
        }
    }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     NPCScriptRef.Move();
     NPCScriptRef.CheckGroundEnds();
 }
Пример #6
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     base.OnStateEnter(animator, stateInfo, layerIndex);
     NPCScriptRef.SetIdle();
 }