void CheckHealth() { if (BossHP.Instance.Q2 == true) { Cr_state = enemystate.VeryVeryAngry; } }
void GoDie() { if (BossHP.Instance.Hp <= 0) { Cr_state = enemystate.Die; } }
void CheckHealth() { if (BossHP.Instance.Q2 == true) { Cr_state = enemystate.VeryVeryAngry; Destroy(transform.GetChild(1).gameObject); } }
void searchforplayer() { float distance = Vector3.Distance(transform.position, player.position); if (distance < chasingdistance) { m_currentstate = enemystate.chase; } }
void updateattack() { float distance = Vector3.Distance(transform.position, player.position); if (distance < meelleradius) { enemy_cooldown -= Time.deltaTime; if (enemy_cooldown < 0) { enemy_cooldown = MAX_cooldown; player.GetComponent <characterScript>().takedamage(damage); } } else { m_currentstate = enemystate.chase; } }
void chase() { if (player && m_navmeshagent) { m_navmeshagent.SetDestination(player.position); } float distance = Vector3.Distance(transform.position, player.position); if (distance < m_navmeshagent.stoppingDistance) { m_navmeshagent.isStopped = true; m_navmeshagent.velocity = Vector3.zero; } else if (distance < meelleradius) { m_currentstate = enemystate.attack; } else { m_navmeshagent.isStopped = false; } }
public void takedamage(int damage) { m_currentstate = enemystate.chase; enemyheath -= damage; currentenemyhealth(); }