// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; nav = GetComponent <NavMeshAgent>(); health = GetComponent <EnemyHealth>(); currentState = BossStand.Instance(); hellephantAi = GetComponent <HellephantAI>(); eq_Range = Resources.Load("Prefabs/Skill/BossSkill/EQ_Range") as GameObject; eq_Particle = Resources.Load("Prefabs/Skill/BossSkill/EQ_Particle") as GameObject; r_Range = Resources.Load("Prefabs/Skill/BossSkill/Rush_Range") as GameObject; r_Particle = Resources.Load("Prefabs/Skill/BossSkill/Rush_Particle") as GameObject; skillTimer = new float[4]; skillActive = new bool[4] { true, true, true, true }; active = 2; }
override public void Execute(EnemyAI enemyAi) { HellephantAI helle = enemyAi as HellephantAI; helle.Skill_EarthQuake(); switch (helle.Active()) { case 0: break; case 1: helle.ChangeState(BossRush.Instance()); break; case 2: helle.ChangeState(BossTrace.Instance()); break; default: break; } }