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DistanceAttackTypeNormalAni.cs
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DistanceAttackTypeNormalAni.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum DistanceAttackEnemyType01AtkPattern
{
patternZero,
patternIdle,
patternFireBallAttack,
patternFar,
}
public class DistanceAttackTypeNormalAni : MonoBehaviour
{
[SerializeField]
Animator enemyAni;
[HideInInspector]
public DistanceAttackEnemyType01AtkPattern enemyPattern = DistanceAttackEnemyType01AtkPattern.patternZero;
EnemyParticleCon enemyParticleConScript;
[SerializeField]
Transform fireAttackPos;
private void Start()
{
enemyParticleConScript = GetComponent<EnemyParticleCon>();
}
public void aniSet(string name)
{
switch (name)
{
case "Reset_Ani":
enemyAni.SetBool("is_Run", false);
enemyAni.SetBool("is_Enemy_Rest", false);
enemyAni.SetBool("Bool_Enemy_Waiting", true);
break;
case "Run":
enemyAni.SetBool("is_Enemy_Rest", false);
enemyAni.SetBool("is_Run", true);
break;
case "Hitted":
enemyAni.SetBool("is_Enemy_Rest", false);
enemyAni.SetTrigger("is_Enemy_Damaged");
break;
case "Dead":
enemyAni.SetBool("is_Enemy_Rest", false);
enemyAni.SetBool("is_Enemy_Dead", true);
break;
case "Rest":
enemyAni.SetBool("is_Enemy_Rest", false);
enemyAni.SetBool("is_Enemy_Rest", true);
break;
case "FireBallAttack":
Instantiate(enemyParticleConScript.fireBall, fireAttackPos.position, transform.rotation);
enemyAni.SetTrigger("is_Enemy_Attack_FireBall");
break;
}
}
}