public override void ApplyAttackBehaviour(TDS_Enemy _caster) { if (!PhotonNetwork.isMasterClient) { return; } if (_caster.Agent.IsMoving) { _caster.Agent.StopAgent(); } _caster.StartCoroutine(DashingCoroutine(_caster)); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!PhotonNetwork.isMasterClient) { return; } if (owner == null) { owner = animator.GetComponent <TDS_Enemy>(); } owner.SetAnimationState((int)EnemyAnimationState.Idle); owner.StartCoroutine(owner.ApplyRecoveryTime(recoveryTime)); }
// 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) { if (!PhotonNetwork.isMasterClient) { return; } if (!owner) { owner = animator.GetComponent <TDS_Enemy>(); } if (!owner) { return; } wanderingCoroutine = owner.StartCoroutine(owner.Wander()); }
// 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) { if (!PhotonNetwork.isMasterClient) { return; } if (!owner) { owner = animator.GetComponent <TDS_Enemy>(); } if (!owner) { return; } if (animator.GetFloat("animationState") != 0) { owner.SetAnimationState(0); } attackingCoroutine = owner.StartCoroutine(owner.CastAttack()); }