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Boss01Pattern03.cs
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Boss01Pattern03.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;
public class Boss01Pattern03 : Action
{
public SharedTransform target;
public SharedInt numOfPattern;
WeaponColliderCon weaponColliderConScript;
BossAniScript bossAniScript01;
Boss01HpPostionScript hpPostionScript;
public IfPatternEndOnceTakeRandomRest checkPatternForEnemyScript;
const float bossAttackSpeedPattern = 0.01f;
float endTime = 1f;
float startTime;
bool ischaseStart;
bool aniStart;
public override void OnStart()
{
bossAniScript01 = GetComponent<BossAniScript>();
hpPostionScript = GetComponent<Boss01HpPostionScript>();
weaponColliderConScript = GetComponent<WeaponColliderCon>();
startTime = Time.time;
ischaseStart = true;
aniStart = false;
}
public override TaskStatus OnUpdate()
{
if (numOfPattern.Value != 3) return TaskStatus.Failure;
if (hpPostionScript.deadOrLive == 1) return TaskStatus.Failure;
if ((aniStart == false) && Vector3.Distance(transform.position, target.Value.position) < checkPatternForEnemyScript.bossAttackDistancePattern[3])
{
ischaseStart = false;
bossAniScript01.bossPatternChoice(numOfPattern.Value);
weaponColliderConScript.weaponColliderOn(1);
aniStart = true;
}
if ((aniStart == true) && (startTime + endTime < Time.time)) return TaskStatus.Failure;
if (ischaseStart == true) transform.position = Vector3.Lerp(transform.position, target.Value.position, bossAttackSpeedPattern);
rotateBoss();
return TaskStatus.Running;
}
void rotateBoss()
{
if (numOfPattern.Value == 8) return;
Vector3 vec = target.Value.position - transform.position;
vec.Normalize();
Quaternion q = Quaternion.LookRotation(vec);
transform.rotation = q;
}
}