public override void ApplyAttackBehaviour(TDS_Enemy _caster)
 {
     if (!PhotonNetwork.isMasterClient)
     {
         return;
     }
     if (_caster.Agent.IsMoving)
     {
         _caster.Agent.StopAgent();
     }
     _caster.StartCoroutine(DashingCoroutine(_caster));
 }
示例#2
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!PhotonNetwork.isMasterClient)
        {
            return;
        }
        if (owner == null)
        {
            owner = animator.GetComponent <TDS_Enemy>();
        }

        owner.SetAnimationState((int)EnemyAnimationState.Idle);
        owner.StartCoroutine(owner.ApplyRecoveryTime(recoveryTime));
    }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!PhotonNetwork.isMasterClient)
     {
         return;
     }
     if (!owner)
     {
         owner = animator.GetComponent <TDS_Enemy>();
     }
     if (!owner)
     {
         return;
     }
     wanderingCoroutine = owner.StartCoroutine(owner.Wander());
 }
示例#4
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!PhotonNetwork.isMasterClient)
     {
         return;
     }
     if (!owner)
     {
         owner = animator.GetComponent <TDS_Enemy>();
     }
     if (!owner)
     {
         return;
     }
     if (animator.GetFloat("animationState") != 0)
     {
         owner.SetAnimationState(0);
     }
     attackingCoroutine = owner.StartCoroutine(owner.CastAttack());
 }