Пример #1
0
    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;
    }
Пример #2
0
    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;
    }
Пример #3
0
    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;
    }
Пример #4
0
    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;
    }
Пример #5
0
    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;
    }
Пример #6
0
    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;
    }
Пример #7
0
    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;
    }