// 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 (boss == null)
     {
         boss = animator.GetComponent <VRBoss>();
     }
     attackCalled        = false;
     nextEventAttackTime = Time.time + eventAttackTime;
 }
Пример #2
0
 public VRBossAttackState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss)
 {
 }
Пример #3
0
 public VRBossState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine)
 {
     this.Boss    = boss;
     this.bossFSM = stateMachine;
 }
Пример #4
0
 public VRBossFollowState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss)
 {
 }
 public VRBossFireballState(VRBossFSM stateMachine, VRBoss boss) : base(stateMachine, boss)
 {
 }
Пример #6
0
 private void Awake()
 {
     boss     = GetComponent <VRBoss>();
     animator = GetComponent <Animator>();
 }
 private void Awake()
 {
     boss = FindObjectOfType <VRBoss>();
 }
Пример #8
0
 public VRBossFSM(VRBoss boss) : base()
 {
     this.boss = boss;
 }
Пример #9
0
 void Start()
 {
     capsuleCollider = attackPoint.GetComponent <CapsuleCollider2D>();
     boss            = GetComponent <VRBoss>();
 }
 public VRBossIdleState(VRBoss boss, VRBossFSM stateMachine) : base(stateMachine, boss)
 {
 }