public SME1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; cooldownTimer = -1f; animLoopName = animBoolName + "_loop"; }
public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; this.chargeStateData = chargeStateData; cooldownTimer = -1; }
void OnEnable() { Gulch.GameEventListener.Instance.OnPlayerDeadHandler += OnPlayerDead; slowMutantElite = transform.parent.parent.GetComponent <SlowMutantElite1>(); isAwake = slowMutantElite.isAwake; }
void Start() { slowMutantElite = transform.parent.parent.GetComponent <SlowMutantElite1>(); isAwake = slowMutantElite.isAwake; if (isAwake) { Destroy(gameObject); } }
public SME1_StageTwoTentacleAttackState(FiniteStateMachine stateMachine, Entity entity, string animName, MeleeAttackStateData tentacleStateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName) { cooldownTimer = -1f; this.data = tentacleStateData; this.enemy = enemy; attackTentacles = new List <int>(); combatData = new CombatData(); combatData.damage = data.damage; combatData.stunDamage = data.stunDamage; combatData.knockbackDir = data.knockbackDir; combatData.knockbackImpulse = data.knockbackImpulse; combatData.stunDamage = data.stunDamage; combatData.from = enemy.aliveGO; combatData.isParryDamage = false; for (int i = 0; i < 4; i++) { enemy.SnakeHeads[i].tentacleAttackStage = this; } }
public SME1_TransformState(FiniteStateMachine stateMachine, Entity entity, string animName, SlowMutantElite1 enemy) : base(stateMachine, entity, animName) { this.enemy = enemy; }
public SME1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, walkData) { this.enemy = enemy; }
//protected bool isFlip; public SME1_FlipState(FiniteStateMachine stateMachine, Entity entity, string animName, State defaultPrevState, SlowMutantElite1 enemy) : base(stateMachine, entity, animName) { this.enemy = enemy; this.defaultPrevState = defaultPrevState; }
public SME1_StageTwoFlipState(FiniteStateMachine stateMachine, Entity entity, string animName, State defaultPrevState, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, defaultPrevState, enemy) { }
public SME1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
public SME1_EvadeState(FiniteStateMachine stateMachine, Entity entity, string animName, EvadeStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; cooldownTimer = -1f; }
public SME1_StageTwoIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; SetFlipAfterIdle(false); }