private void Shooting() { if (_archer.enemy.transform.position.x < transform.position.x && _archer.isRightDirection || _archer.enemy.transform.position.x > transform.position.x && !_archer.isRightDirection ) { _archer.SwitchVision(); } _archer.anim.SetTrigger("Shoot"); _archer.rb.velocity = Vector2.zero; }
public override Type Tick() { timer += Time.deltaTime; if (timer > _archer.TurnFreq) { _archer.SwitchVision(); timer = 0; } if (_archer.inShootArea) { return(typeof(ShootingState)); } else if (_archer.inAttackArea) { return(typeof(HittingState)); } return(null); }