// 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) { currentTime = Time.time; player = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); GameObject Clown = GameObject.Find("Clown"); script = Clown.GetComponent <clownDamage>(); if (first == true) { goPoint = Time.time + transition; goPoint -= Time.time; } script.targetHealth = 0; if (script.damage == true) { goPoint += currentTime; } script.damage = false; }
// 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) { Clown_Move script2 = animator.GetBehaviour <Clown_Move>(); script2.first = false; moveSpots = GameObject.FindGameObjectWithTag("movespot").transform; rb = animator.GetComponent <Rigidbody2D>(); GameObject Clown = GameObject.Find("Clown"); script = Clown.GetComponent <clownDamage>(); script.targetHealth = script.currentHealth -= 15; Clown_Shoot Shoot = animator.GetBehaviour <Clown_Shoot>(); Shoot.fireRate = 0f; Clown_Shoot2 Shoot2 = animator.GetBehaviour <Clown_Shoot2>(); Shoot2.fireRate = 1f; Clown_Shoot3 Shoot3 = animator.GetBehaviour <Clown_Shoot3>(); Shoot3.fireRate = 2f; }
// 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) { GameObject Clown = GameObject.Find("Clown"); script = Clown.GetComponent <clownDamage>(); }