示例#1
0
    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");
    }
示例#2
0
    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();
    }
示例#3
0
 void isFar()
 {
     enemyPattern = CTutorialTypeMonsterPattern.patternFar;
     bossWeaponSwordOn();
     aniScript.patternChoice(1);
 }
示例#4
0
 public void MakeEnemyPatternIdle()
 {
     enemyPattern            = CTutorialTypeMonsterPattern.patternIdle;
     tutorialTypeMosterState = TutorialTypeMonsterState.idle;
 }
示例#5
0
 void isClose()
 {
     enemyPattern = CTutorialTypeMonsterPattern.patternClose;
     bossWeaponSwordOn();
     aniScript.patternChoice(0);
 }