private void Start() { ani = GetComponent <Animator>(); ani.SetBool("Bool_Enemy_Waiting", true); enemyPattern = CloseAttackEnemyType01AtkPattern.patternIdle; weaponColliderConScript = GetComponent <WeaponColliderCon>(); }
public override void OnStart() { bossAniScript01 = GetComponent <BossAniScript>(); hpPostionScript = GetComponent <Boss01HpPostionScript>(); weaponColliderConScript = GetComponent <WeaponColliderCon>(); startTime = Time.time; ischaseStart = true; aniStart = false; }
private void Start() { isStun = false; isAttack = false; trap01 = false; aniScript = GetComponent <CloseAttackTypeNormalAni>(); hpPostionScript = GetComponent <EnemyHpPostionScript>(); weaponColConScript = GetComponent <WeaponColliderCon>(); IsAttackedState = CloseAttackEnemy01IsAttacked.idle; camShackManagerScript = GameObject.Find("PlayerCamManager").GetComponent <PlayerCamManager>(); timeManagerScript = GameObject.Find("TimeManager").GetComponent <TimeManager>(); }
public override void OnStart() { velo = Vector3.zero; startTime = Time.time; randomTime = Random.Range(minRandomTime, maxRandomTime); switch (thisGameObjName.Value) { case "CloseAttackEnemy01": hpPostionScript = GetComponent <EnemyHpPostionScript>(); closeAttackTypeNormalColliderCon = GetComponent <CloseAttackTypeNormalColliderCon>(); closeAttackEnemyaniScript = GetComponent <CloseAttackTypeNormalAni>(); closeAttackEnemyaniScript.aniSet("Reset_Ani"); break; case "DistanceAttackEnemy01": distanceAttackEnemyaniScript = GetComponent <DistanceAttackTypeNormalAni>(); distanceAttackEnemyaniScript.aniSet("Reset_Ani"); break; case "Boss_01(Clone)": boss01ColliderCon = GetComponent <Boss01ColliderCon>(); bossAniScript01 = GetComponent <BossAniScript>(); weaponColliderConScript = GetComponent <WeaponColliderCon>(); weaponColliderConScript.weaponColliderOff(); for (int i = 1; i < 10; i++) { float num = 0; switch (i) { case 1: num = 8f; break; case 2: num = 3f; break; case 3: num = 2f; break; case 4: num = 2f; break; case 5: num = 2f; break; case 6: num = 2f; break; case 7: num = 1.5f; break; case 8: num = 1.6f; break; case 9: num = 2f; break; } bossAttackDistancePattern[i] = num; } break; } }