override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; } _agent.speed = 0; // random attack _delegate.Event_Idle_CalculateCombo(); if (_delegate.KeepingIdle) { _count = Random.Range(_minTime, _maxTime); } else { _count = 100f; animator.SetTrigger("Escape Idle"); } _delegate.State = Paladin_State.Idle; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; } _delegate.State = Paladin_State.Attack4; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; _player = Player.Instance; } _agent.stoppingDistance = 1.5f; _delegate.State = Paladin_State.Dash; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; } // define direction to appear _delegate.Event_Attack2_DefineDirection(); _delegate.State = Paladin_State.Attack2; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; _player = Player.Instance; } _delegate.Event_setAttack3MovingType(1); _delegate.State = Paladin_State.Attack3; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; _player = Player.Instance; } _count = 0f; _agent.speed = _delegate.WalkSpeed; //_delegate.Event_TurnOnAgentRotate(); _delegate.CheckAttack1.gameObject.SetActive(true); _delegate.State = Paladin_State.Walk; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Paladin_Delegate>(); _agent = _delegate.Agent; _player = Player.Instance; } _delegate.Event_setStateSpeed(_delegate.Attack1_MoveSpeed); _delegate.StopMoving_Attack1 = false; //_delegate.Event_TurnOffAgentRotate(); _agent.stoppingDistance = 2f; _delegate.State = Paladin_State.Attack1; }