void _enterState() { switch (_state) { case BOSS1STATE.BASE: break; case BOSS1STATE.BOTTLE: animator.SetBool("bottle", true); break; case BOSS1STATE.CALLSUBGUN: break; case BOSS1STATE.CALLSUBBOMB: break; case BOSS1STATE.CLUB: switch (Random.Range(0, 3)) { case 0: state = BOSS1STATE.CLUBH; break; case 1: state = BOSS1STATE.CLUBM; break; case 2: state = BOSS1STATE.CLUBL; break; } break; case BOSS1STATE.CLUBH: animator.SetBool("high", true); break; case BOSS1STATE.CLUBM: animator.SetBool("mid", true); break; case BOSS1STATE.CLUBL: animator.SetBool("low", true); break; case BOSS1STATE.GUARD: break; case BOSS1STATE.GUARDBOTTLE: break; } }
void ChangeState() { switch (state) { case BOSS1STATE.BASE: switch (Random.Range(0, 10)) { case 0: state = BOSS1STATE.BOTTLE; break; case 1: state = BOSS1STATE.CALLSUBGUN; break; case 2: state = BOSS1STATE.BOTTLE; break; case 3: state = BOSS1STATE.CALLSUBGUN; break; case 4: state = BOSS1STATE.BOTTLE; break; case 5: state = BOSS1STATE.CALLSUBBOMB; break; case 6: state = BOSS1STATE.CALLSUBGUN; break; case 7: state = BOSS1STATE.CALLSUBBOMB; break; case 8: state = BOSS1STATE.BOTTLE; break; case 9: state = BOSS1STATE.CLUB; break; } break; case BOSS1STATE.GUARD: switch (Random.Range(0, 9)) { case 0: state = BOSS1STATE.BOTTLE; break; case 1: state = BOSS1STATE.CALLSUBGUN; break; case 2: state = BOSS1STATE.BOTTLE; break; case 3: state = BOSS1STATE.CALLSUBGUN; break; case 4: state = BOSS1STATE.BOTTLE; break; case 5: state = BOSS1STATE.CALLSUBBOMB; break; case 6: state = BOSS1STATE.CALLSUBGUN; break; case 7: state = BOSS1STATE.CALLSUBBOMB; break; case 8: state = BOSS1STATE.BOTTLE; break; } break; case BOSS1STATE.BOTTLE: state = BOSS1STATE.BASE; break; } actionTimer = 0; }
void UpdateBottle() { if (actionTimer >= 1.0f) { state = BOSS1STATE.BASE; coolTimer = 5.0f; } actionTimer += Time.deltaTime * GameController.Instance.AniScale; }
void UpdateAttack() { if (actionTimer <= 1.0f) { } else if (actionTimer <= 2.0f) { transform.Translate(Time.deltaTime * GameController.Instance.AniScale * -20f, 0, 0, transform.parent); } else if (actionTimer <= 3.0f) { state = BOSS1STATE.BASE; coolTimer = 5.0f; } actionTimer += Time.deltaTime * GameController.Instance.AniScale; }