| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public enum AssassinState
- {
- None = -1,
- Normal = 0, //正常状态
- FindPlayer = 1, //寻找主角位置
- Rushing = 2, //向主角方向冲刺中
- }
- public class ESpirits_Assassin : MonoBehaviour
- {
- public float time = 5;
- public float attackCD;
- public AssassinState state;
- public Enemy enemy;
- /*
- private void Update()
- {
- if (enemy.floatState == 0)
- {
- OnState();
- }
- switch (enemy.state)
- {
- case CharacterState.Die:
- this.enabled = false;
- break;
- case CharacterState.FinishRush:
- state = AssassinState.Normal;
- time = 0;
- break;
- default:
- break;
- }
- }
- public void OnState()
- {
- switch (state)
- {
- case AssassinState.Normal:
- time += Time.deltaTime;
- if (time > attackCD)
- {
- time = 0;
- enemy.ChangeState(CharacterState.FindPlayer);
- state = AssassinState.FindPlayer;
- }
- break;
- case AssassinState.FindPlayer:
- if(enemy.state == CharacterState.Idle)
- {
- enemy.ChangeState(CharacterState.FindPlayer);
- }
- if (enemy.isFindPlayer)
- {
- enemy.ChangeState(CharacterState.ReadyToRush);
- state = AssassinState.Rushing;
- }
- break;
- case AssassinState.Rushing:
- if(enemy.state == CharacterState.FindPlayer)
- {
- enemy.ChangeState(CharacterState.ReadyToRush);
- }
- break;
- default:
- break;
- }
- }
- */
- }
|