// Update is called once per frame void Update() { switch (nowState) { case OctopusState.StandBy: StandBy(); break; case OctopusState.Attacking: Attacking(); break; } if (nowState != nextState) { nowState = nextState; switch (nowState) { case OctopusState.StandBy: PrepareForStandBy(); break; case OctopusState.Attacking: PrepareForAttack(); break; case OctopusState.Died: Died(); break; } } animator.SetMoveAnimatorParameter(); }
public void SetUnder() { currentOctopus = OctopusState.Under; for (int cross=0; cross<4; cross++) { this.gameObject.GetComponent<Matching>().Match[cross] = 0; } Underonce=true; }
private void Start() { status = transform.root.GetComponent <OctopusStatus>(); animator = GetComponent <OctopusAnimator>(); moveController = GetComponent <EnemyMove>(); searchController = transform.Find("SearchAreaTrigger").GetComponent <OctopusSearch>(); // 初期位置を保持 initPosition = transform.position; initQuaternion = transform.rotation; //重力制御を禁止する moveController.BanGravity(); nowState = OctopusState.StandBy; nextState = OctopusState.StandBy; //Shoot shootStartPos = transform.Find("ShootStartObj").position; }
// ステートを変更する. void ChangeState(OctopusState _nextState) { nextState = _nextState; }