protected override void Enter(input input) { base.Enter(input); currentAnimVel = anim.speed; anim.speed = 0; startTimer = true; }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); anim.SetBool("Stun", true); anim.SetBool("Attack", false); }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); //Desactivo el objeto con todo lo que tengo que hacer cuando salgo de la room Desactive(); }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); //Activo el objeto con lo que tenga que hacer cuando entro a la room Active(); }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); rb.velocity = Vector3.zero; anim.SetFloat("move", 0); //setear animación }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); if (input != TrueDummyEnemy.DummyEnemyInputs.PETRIFIED) { timer = 0; } }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); if (input != TrueDummyEnemy.DummyEnemyInputs.PETRIFIED) { timer = 0; anim.SetBool("Stun", false); } }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); if (input != TrueDummyEnemy.DummyEnemyInputs.PETRIFIED) { anim.SetBool("Attack", true); combatDirector.RemoveToAttack(enemy, enemy.CurrentTarget()); } }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); if (input != TrueDummyEnemy.DummyEnemyInputs.PETRIFIED) { timer = 0; anim.SetBool("Attack", false); var myEnemy = (EnemyBase)enemy; myEnemy.attacking = false; combatDirector.AddToAttack(enemy, enemy.CurrentTarget()); } }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); rb.velocity = Vector3.zero; anim.SetFloat("move", 0); //setear animación //freeze settings anim.speed = _currentAnimVel; timer = 0; ReturnToOriginalMats(); }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); anim.SetFloat("move", 0.3f); //freeze Settings _currentAnimVel = anim.speed; anim.speed = _currentAnimVel * _percentSlowed; var smr = noObs.GetComponentInChildren <SkinnedMeshRenderer>(); if (smr != null) { originalMats = smr.materials; Material[] mats = smr.materials; mats[0] = _freezeShader; smr.materials = mats; } }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); anim.SetFloat("move", 0.3f); }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); }
protected override void Exit(input input) { base.Exit(input); startTimer = false; anim.speed = currentAnimVel; }
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) => anim.SetBool("dead", true);
protected override void Enter(TrueDummyEnemy.DummyEnemyInputs input) { base.Enter(input); anim.SetBool("takeDamage", true); }
protected override void Exit(TrueDummyEnemy.DummyEnemyInputs input) { base.Exit(input); anim.SetBool("takeDamage", false); timer = 0; }