public void UpdateGravity(EnemyStates _enemyStates) { if (_enemyStates.GetState() == (int)EnemyStates.BaddieStates.FallingFromFloor || _enemyStates.GetState() == (int)EnemyStates.BaddieStates.FallingWhileIdle) { GravityActing(); } ApplyJump(); }
void GravityEnemy() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.FallingFromFloor || enemyStates.GetState() == (int)EnemyStates.BaddieStates.FallingWhileIdle || enemyStates.GetState() == (int)EnemyStates.BaddieStates.Jumping || enemyStates.GetState() == (int)EnemyStates.BaddieStates.FallingKnocked) { enemyJump.UpdateGravity(enemyStates); } }
void FlinchDamage() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.Damaged) { behaviourTimer += Time.deltaTime; if (behaviourTimer >= deactivateFlinchingTime) { enemyStates.SetEvent((int)EnemyStates.BaddieEvents.Recover); behaviourTimer = 0; } } }
void MoveEnemy() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.GoingToPlayer) { enemyMove.UpdateMovement(); } }
void MakeEnemyDissappear() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.TKO) { behaviourTimer += Time.deltaTime; if (behaviourTimer >= dissappearTime) { this.gameObject.SetActive(false); } } }
void TimeAttack() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.AttackingPlayer) { behaviourTimer += Time.deltaTime; if (behaviourTimer >= deactivateAttackTime) { enemyStates.SetEvent((int)EnemyStates.BaddieEvents.Retreat); behaviourTimer = 0; } } }
void Retreat() { if (enemyStates.GetState() == (int)EnemyStates.BaddieStates.Retreating) { behaviourTimer += Time.deltaTime; enemyMove.UpdateRetreat(); if (behaviourTimer >= deactivateRetreatTime) { enemyStates.SetEvent((int)EnemyStates.BaddieEvents.StopRetreat); behaviourTimer = 0; } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "PlayerAttack") { if (enemyStates.GetState() != (int)EnemyStates.BaddieStates.Damaged && enemyStates.GetState() != (int)EnemyStates.BaddieStates.Falling && enemyStates.GetState() != (int)EnemyStates.BaddieStates.Down) { this.gameObject.GetComponent <EnemyHealth>().SetHealth(this.gameObject.GetComponent <EnemyHealth>().GetHealth() - PlayerAttack.instance.GetAttackDamage()); HealthUI.instance.SetEnemyHealthSlider(this.gameObject.GetComponent <EnemyHealth>().maxHealth, this.gameObject.GetComponent <EnemyHealth>().GetHealth()); HealthUI.instance.SetEnemyName(this.gameObject.name); } if (PlayerMachines.instance.GetComboMachine().GetState() == (int)PlayerCombo.ComboStates.ThirdPunch || PlayerMachines.instance.GetPlayerStateMachine().GetState() == (int)PlayerStates.States.HeavyPunching || PlayerMachines.instance.GetPlayerStateMachine().GetState() == (int)PlayerStates.States.AirKickIdle || PlayerMachines.instance.GetPlayerStateMachine().GetState() == (int)PlayerStates.States.AirKickLeft || PlayerMachines.instance.GetPlayerStateMachine().GetState() == (int)PlayerStates.States.AirKickRight) { enemyStates.SetEvent((int)EnemyStates.BaddieEvents.Fall); return; } enemyStates.SetEvent((int)EnemyStates.BaddieEvents.Hit); } }