This commit is contained in:
Gerard Gascón 2025-04-24 14:23:29 +02:00
commit bd5b1556ff
269 changed files with 6249829 additions and 0 deletions

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Assets/DragonState1.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragonState1 : StateMachineBehaviour{
Transform player;
bool alreadyAtacked;
float randomTime;
// 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){
player = FindObjectOfType<PlayerController>().GetComponent<Transform>();
alreadyAtacked = false;
randomTime = Random.Range(1f, 3f);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
randomTime = randomTime - (1 * Time.fixedDeltaTime);
if (randomTime <= 0 && !alreadyAtacked){
animator.SetTrigger("FireBallAttack");
alreadyAtacked = true;
}
}
// 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){
animator.ResetTrigger("FireBallAttack");
}
}