protected override void OnChangeState_OldBattleaxe() { if (null == Player) { return; } OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.ResetAttack(); if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { //if (enemy.isHit) enemy.isHit = false; enemy.isAngry = false; return; } if (enemy.isAngry) { //enemy.isAngry = true; enemy.isDiscover = true; ChangeState <EnemyState_Close>(EmotionEmitter_); var ai = Owner.state_AI as EnemyState_Close; Player.Alart(true); LookEnemy?.AddEnemy(Owner.transform); EmotionEmitter_.OpentFire(EMOTION_INDEX.ANGRY, 0.8f); } }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; if (Player.IsStun || Player.IsInvincible || Player.IsTransparent) { ChangeState <EnemyState_Move>(EmotionEmitter_); enemy.isAngry = false; enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); EmotionEmitter_.CloseFire(); return; } if (Mathf.Abs((Owner.transform.position - goal.position).magnitude) <= 3.0f) { ChangeState <EnemyState_Attack>(EmotionEmitter_); enemy.Animator.Play(ATTACK); return; } }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; if (enemy.isDiscover) { enemy.isDiscover = false; Player.Alart(false); LookEnemy?.DeleteEnemy(Owner.transform); } }
protected override void OnChangeState_OldBattleaxe() { OldBattleaxe enemy = Owner as OldBattleaxe; //enemy.isHit = false; enemy.isAngry = false; enemy.isDiscover = false; Player.Stun(); LookEnemy?.DeleteEnemy(Owner.transform); ChangeState <EnemyState_Move>(EmotionEmitter_); EmotionEmitter_.CloseFire(); }