示例#1
0
    //public bool startRoof;

    // 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)
    {
        enemy = animator.GetComponent <enemyController>();
        if (enemy.startOnRoof == false)
        {
            enemy.SetGravity(1f);
            enemy.RunIdleWait();
            enemy.RunFlipWait();
        }
        else
        {
            enemy.SetGravity(-1f);
        }
    }
    //public bool isFlyer;
    //this is a statemachine that is attached to the enraged animation - it now handles movement toward the player.


    // 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)
    {
        playerPos = GameObject.FindGameObjectWithTag("Player").transform;
        enemy     = animator.GetComponent <enemyController>();
        if (enemy.isFlyer == true)
        {
            enemy.SetGravity(0f);
        }
    }
 // 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)
 {
     enemy = animator.GetComponent <enemyController>();
     enemy.RunPatrolWait();
     enemy.RunFlipWait();
     if (enemy.isFlyer == true)
     {
         enemy.SetGravity(0f);
     }
 }
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)
 {
     enemy = animator.GetComponent <enemyController>();
     enemy.SetGravity(0.5f);
 }
示例#5
0
 // 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)
 {
     enemy.SetGravity(0f);
 }