public SkeletonRun_2(SkeletonBehaviorTree skeletonBehaviorTree) : base("SkeletonRun_2") { anim = skeletonBehaviorTree.Anim; meshAgent = skeletonBehaviorTree.MeshAgent; ownBlackboard = skeletonBehaviorTree.Blackboard; transform = skeletonBehaviorTree.transform; target = skeletonBehaviorTree.Target; meshAgent.stoppingDistance = 0.8f; }
public EnemyGetHit_2(SkeletonBehaviorTree skeletonBehaviorTree) : base("EnemyGetHit_2") { anim = skeletonBehaviorTree.Anim; ownBlackboard = skeletonBehaviorTree.Blackboard; transform = skeletonBehaviorTree.transform; BloodBar = this.transform.Find("Canvas").GetChild(0).GetComponent <Image>(); BloodBar.gameObject.SetActive(true); BloodParticle = this.transform.Find("BloodParticle").GetComponent <ParticleSystem>(); HP = enemyHP; ownBlackboard["enemyHit"] = false; }
public EnemyDead_S_2(SkeletonBehaviorTree skeletonBehaviorTree) : base("EnemyDead_S_2") { anim = skeletonBehaviorTree.Anim; transform = skeletonBehaviorTree.transform; deathParticle = this.transform.Find("Death_Particle").GetComponent <ParticleSystem>(); room = roomEnemy.GetComponent <RoomEnemy>(); StartCoroutine = skeletonBehaviorTree.StartCoroutine_BehaviorTree; foreach (Transform child in this.transform.GetComponentsInChildren <Transform>(true)) { if (child.tag == "Dissolve") { materials.Add(child.GetComponent <Renderer>().material); } } }
public void EnemyDeath(SkeletonBehaviorTree deathItem) { if (SkebehaviorsTree.Count > 1) { SkebehaviorsTree.Remove(deathItem); Destroy(deathItem.gameObject); if (deathItem.gameObject.tag == "Skeleton_Normal") { actions(); } } else if (SkebehaviorsTree.Count == 1) { SkebehaviorsTree.Remove(deathItem); Destroy(deathItem.gameObject); if (deathItem.gameObject.tag == "Skeleton_Normal") { actions(); } GameFacade.Instance.RoomCount--; gamePanel.UpdateRoomCount(GameFacade.Instance.RoomCount); } }
public SkeletonAttack_2(SkeletonBehaviorTree skeletonBehaviorTree) : base("SkeletonAttack_2") { anim = skeletonBehaviorTree.Anim; ownBlackboard = skeletonBehaviorTree.Blackboard; StartCoroutine = skeletonBehaviorTree.StartCoroutine_BehaviorTree; }