private void Start() { enemyTransform = GetComponent <Transform>(); playerTransform = GameObject.FindGameObjectWithTag("Player").transform; aniScript = GetComponent <TutorialTypeMonsterAni>(); hpPostionScript = GetComponent <TutorialMonsterHpManager>(); enemyPattern = CTutorialTypeMonsterPattern.patternZero; tutorialTypeMosterState = TutorialTypeMonsterState.idle; trap01 = false; weaponCollider.enabled = false; enemyDistanceCheck = false; StartCoroutine("WaitForPlayer"); }
private void FixedUpdate() { if (enemyPattern == CTutorialTypeMonsterPattern.patternZero) { return; } switch (enemyPattern) { case CTutorialTypeMonsterPattern.patternClose: resetNowStateToStopFollowing(enemyPatternCloseDistance, enemyAttackSpeedPatternClose); break; case CTutorialTypeMonsterPattern.patternFar: resetNowStateToStopFollowing(enemyPatternCloseDistance, enemyAttackSpeedPatternFar); if (Vector3.Distance(enemyTransform.position, playerTransform.position) < enemyPatternFarDistance) { aniScript.patternFar02(); enemyPattern = CTutorialTypeMonsterPattern.patternIdle; } break; } rotateBoss(); }
void isFar() { enemyPattern = CTutorialTypeMonsterPattern.patternFar; bossWeaponSwordOn(); aniScript.patternChoice(1); }
public void MakeEnemyPatternIdle() { enemyPattern = CTutorialTypeMonsterPattern.patternIdle; tutorialTypeMosterState = TutorialTypeMonsterState.idle; }
void isClose() { enemyPattern = CTutorialTypeMonsterPattern.patternClose; bossWeaponSwordOn(); aniScript.patternChoice(0); }