void AttackLight() { if (healthScript.shieldActivated == false) { soundFX.Attack(); playerAnimation.Attack_1(); a = true; } }
void GetInput() { if (controller.isGrounded) { if (Input.GetMouseButtonDown(0)) { soundFX.Attack(); Attack(); } } }
void AttackPlayer() { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Anim.Walk(false); attack_Timer += Time.deltaTime; if (attack_Timer > wait_Before_Attack_Time) { if (UnityEngine.Random.Range(0, 4) > 0) { enemy_Anim.Attack_1(); soundFX.Attack(); } else if (UnityEngine.Random.Range(0, 4) > 1) { enemy_Anim.Attack_2(); soundFX.Attack(); } else if (UnityEngine.Random.Range(0, 4) > 2) { enemy_Anim.Attack_3(); soundFX.Attack(); } else { enemy_Anim.Attack_4(); soundFX.Attack(); } attack_Timer = 0f; }// if we can attack if (Vector3.Distance(transform.position, playerTarget.position) > attack_Distance + chase_Player_After_Attack_Distance) { navAgent.isStopped = false; enemy_State = EnemyState.CHASE; } }
void AttackPlayer() { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; attackTimer += Time.deltaTime; if (attackTimer > waitBeforeAttackTime) { enemy_Anim.SetInteger(parameterAnim.condition, 2); attackTimer = 0f; soundFX.Attack(); } if (Vector3.Distance(transform.position, playerTarget.transform.position) > attackDistance + chasePlayerAfterAttackDistance) { navAgent.isStopped = false; enemyState = EnemyState.CHASE; } }