void IState.OnEnter(WendyAI wendy) { // - wendy 프로퍼티 초기화 this._wendy = wendy; _state_num = 1; // - 초기화 //X (애니메이션은 안해도됨) }
void Start() { particleRing = Ring_Particle.GetComponentInChildren <ParticleSystem>(); item_layerMask = (1 << LayerMask.NameToLayer("Item")) + (1 << LayerMask.NameToLayer("Doll")); //배치퍼즐 location_layerMask = (1 << LayerMask.NameToLayer("Display")); displayManager_script = GameObject.FindObjectOfType <DisplayManager_2stage>(); displayManager_script2 = GameObject.FindObjectOfType <DisplayManager_3stage>(); displayManager_script2.enabled = false; actionController_3stage_script = FindObjectOfType <ActionController_03>(); //손전등 FlashlightItem.SetActive(false); flash_script = FlashlightItem.GetComponent <Flashlight_PRO>(); flash_script.enabled = false; flash_end = FindObjectOfType <OnTrigger_Flash>(); //모닥불 Fire_script = GameObject.FindObjectOfType <AddSoundManager>(); //라이트 _lightOn_script = GameObject.FindObjectOfType <LightOn_3stage>(); //외곽선 OutlineController = GameObject.FindObjectOfType <DrawOutline_HJ>(); //웬디 wendyAI_Script = GameObject.FindObjectOfType <WendyAI>(); //장애물,벽 obstacleReader_script = GameObject.FindObjectOfType <ObstacleReader>(); // 쪽지 매니저 notemager = FindObjectOfType <NoteManger>(); //지하실 _cellarManager = GameObject.FindObjectOfType <Cellar_Manager>(); //지하실 보기 _cellarDoor_script = GameObject.FindObjectOfType <CellarDoorCollider>(); //지하실쳐다봐야열리게 lookingBasement_script = GameObject.FindObjectOfType <LookingBasement>(); }
//private bool _start_coroutine; void IState.OnEnter(WendyAI wendy) { // - wendy 프로퍼티 초기화 this._wendy = wendy; _state_num = 2; //_start_coroutine = false; //_contact = _wendy.GetContact(); // - 초기화 _wendy.SetIdleAni(); if (!_contact) { _wendy.ChangeState(); } }
void IState.OnEnter(WendyAI wendy) { //wendy 프로퍼티 초기화 this._wendy = wendy; _state_num = WendyState.Idle; _contact = _wendy.GetContact(); _start_coroutine = false; _wendy.SetIdleAni(); if (!_contact) { _wendy.StartIdleCoroutine(); _start_coroutine = true; } }
void IState.OnEnter(WendyAI wendy) { //wendy 프로퍼티 초기화 this._wendy = wendy; _state_num = WendyState.Move; _contact = _wendy.GetContact(); _start_coroutine = false; if (_contact) { _wendy.SetState(new Wendy_IdleState()); //플레이어가 근처에 있으면 움직일 필요 없음 return; } else { _wendy.SetWalkAni(); _wendy.StartMovemntCoroutine(); //플레이어가 멀리 있으면, 이동할 위치를 지정함 } }
void IState.OnEnter(WendyAI wendy) { // - wendy 프로퍼티 초기화 this._wendy = wendy; _state_num = 3; _contact = _wendy.GetContact(); _start_coroutine = false; if (_contact) { _wendy.SetState(new Wendy_IdleState()); return; } // - 초기화 _wendy.SetWalkAni(); //이동할 위치 //_wendy.SetDestination(); _wendy.StartMovemntCoroutine(); }