private void ResetState() { gameObject.transform.DOMove(originalPosition, (originalPosition - gameObject.transform.position).magnitude / jumpSpeed) .SetEase(Ease.InQuad) .OnComplete(() => { currentState = DataTypes.Constants.EnemyStates.Resting; }); }
private IEnumerator ResetState() { yield return(new WaitForSeconds(stayOnGround)); gameObject.transform.DOMove(originalPosition, (originalPosition - gameObject.transform.position).magnitude / resetSpeed) .OnComplete(() => { currentState = DataTypes.Constants.EnemyStates.Resting; }); }
private void BeginAttack(GameObject target) { currentState = DataTypes.Constants.EnemyStates.Attacking; gameObject.transform .DOMove(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + hoverDistance, gameObject.transform.position.z), hoverTime) .SetEase(Ease.OutQuad) .OnComplete(() => { StartCoroutine(ChargePlayer(target.transform)); }); }
private void BeginAttack() { if (!hasHoleAppeared) { moleHole.DOMove(new Vector3(moleHole.position.x, moleHole.position.y + popupDistance, moleHole.position.z), pause); hasHoleAppeared = true; } currentState = DataTypes.Constants.EnemyStates.Attacking; gameObject.transform .DOMove(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + popupDistance, gameObject.transform.position.z), pause) .SetEase(Ease.OutQuad) .OnComplete(() => { StartCoroutine(HighJump()); }); }