void Stand() { if (fallStartTime == -1) { fallStartTime = Time.time; fallStart = transform.eulerAngles; } float t = (Time.time - fallStartTime) * 3; Vector3 v = Vector3.Lerp(fallStart, new Vector3(0, fallStart.y, 0), t); transform.eulerAngles = v; if (t >= 1) { fallStartTime = -1; m_bigState = BIGSTATE.STANDING; standUpTime = Time.time; } }
void Fall() { if (fallStartTime == -1) { m_bigState = BIGSTATE.FALLING; fallStart = transform.eulerAngles; fallStartTime = Time.time; } float t = (Time.time - fallStartTime) * 2; //Debug.Log(t); Vector3 v = Vector3.Lerp(fallStart, new Vector3(90, fallStart.y, 0), t); transform.eulerAngles = v; if (IsTimerDone(fallStartTime, 6)) { fallStartTime = -1; m_bigState = BIGSTATE.STANDING_UP; } }
void Start() { m_state = ENEMYSTATE.WANDER; m_bigState = BIGSTATE.STANDING; m_target = null; //m_startPos = transform.position; //m_wanderTarget = m_startPos; m_targetAquiredTime = Time.time; m_moveSpeed = m_maxMoveSpeed; m_rbdy = GetComponent <Rigidbody>(); m_anima = GetComponentInChildren <Animator>(); m_colliders = GetComponentInChildren <StoneFaceColliders>(); m_colliders.noseCollider.enabled = false; m_currentHealth = m_MaxHealth; m_renderer = GetComponentInChildren <Renderer>(); m_normalMat = m_renderer.material; particleSystemTransform = transform.Find("DeathParticles"); deathParticles = particleSystemTransform.GetComponent <ParticleSystem>(); }