示例#1
0
        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);
            }
        }
示例#2
0
        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();
        }