void ChangingNormalMode() { npcMode = NpcMode.Normal; detectionRange = firstDetectionRange; movePower = firstMovePower; EquipWeapon(Common.WeaponType.no); }
void ChangeNpcMode() { DistanceChecking(); if (isNeutrality) { return; } if (npcMode != NpcMode.Event) { if (target.activeSelf) { if (distanceBetweenTarget > detectionRange) { npcMode = NpcMode.Normal; detectionRange = firstDetectionRange; movePower = firstMovePower; EquipWeapon(Common.WeaponType.no); } else { if (npcMode == NpcMode.Normal) { detectionRange = attackDetectionRange; movePower = attackMovePower; if (initChats.Count > 0) { Common.Chat(initChats[UnityEngine.Random.Range(0, initChats.Count)], transform); } EquipWeapon(Weapons[0]); Common.hitTargetName = this.Name; npcMode = NpcMode.Attack; StartCoroutine("FocusingTarget"); } } } else { npcMode = NpcMode.Normal; detectionRange = firstDetectionRange; movePower = firstMovePower; EquipWeapon(Common.WeaponType.no); } } }
void ChangingAttackMode() { if (npcMode == NpcMode.Normal) { detectionRange = attackDetectionRange; movePower = attackMovePower; RedirectCharacter(); if (initChats.Count > 0) { Common.Chat(initChats[UnityEngine.Random.Range(0, initChats.Count)], transform); } if (Weapons.Length > 1) { EquipWeapon(Weapons[0]); } npcMode = NpcMode.Attack; } }
void Start() { this.name = Name; maxHp = hp; firstPos = this.transform.position; firstMovePower = movePower; attackMovePower = firstMovePower * 1.5f; firstDetectionRange = detectionRange; animator = GetComponent <Animator>(); faceAnimator = GetComponentInChildren <faceOff>().GetFaceAnimator(); rigid = GetComponent <Rigidbody2D>(); npcMode = NpcMode.Normal; attackPoint.GetComponent <SpriteRenderer>().enabled = false; InitSpriteLayer(); if (!target) { target = Common.HERO(); } SetAttackAnimation(); EquipWeapon(NpcWeapon); OpenHpUI(); }
void Start() { Mode = NpcMode.Attack; }