private void ChangeCondition(EnemyCondition enemyCondition) { Condition = enemyCondition; switch (Condition) { case EnemyCondition.Alive: _isStayOnSmth = false; _manager.EnemyMovement.Reset(); _currHealth = _maxHealth; ChangeColorOfSprites(Color.white); _rigitBody2D.bodyType = RigidbodyType2D.Dynamic; break; case EnemyCondition.Dead: ChangeColorOfSprites(Color.red); break; case EnemyCondition.Freesing: break; case EnemyCondition.Frozen: ChangeColorOfSprites(Color.blue); _rigitBody2D.bodyType = RigidbodyType2D.Static; break; default: throw new ArgumentOutOfRangeException(); } }
private void EnemyStop() { state = EnemyCondition.Stop; }
// Start is called before the first frame update void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player"); state = EnemyCondition.Chase; }
/* *以下Private関数 */ private void EnemyChaseStart() { state = EnemyCondition.Chase; }