new animations for snail (only in editor)

This commit is contained in:
KG0104 2021-09-30 17:15:22 +02:00
parent 74bf7d8d41
commit 7ca0facd80
54 changed files with 2590 additions and 6 deletions

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@ -9,7 +9,8 @@ public class BossCollision : MonoBehaviour
SpriteRenderer spriteRenderer;
public float flashingTime;
bool invulnerable;
[HideInInspector]
public bool invulnerable;
private void Start()
{
@ -26,12 +27,12 @@ public class BossCollision : MonoBehaviour
{
boss.bossHealth--;
Destroy(collision.gameObject);
StartCoroutine("GetInvincible");
//StartCoroutine("GetInvincible");
}
}
}
IEnumerator GetInvincible()
/**IEnumerator GetInvincible()
{
invulnerable = true;
Physics2D.IgnoreLayerCollision(7, 8, true);
@ -45,5 +46,5 @@ public class BossCollision : MonoBehaviour
Physics2D.IgnoreLayerCollision(7, 8, false);
spriteRenderer.enabled = true;
invulnerable = false;
}
}*/
}

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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hiding : StateMachineBehaviour
{
BossCollision bossCollision;
// 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)
{
bossCollision = animator.GetComponent<BossCollision>();
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if(bossCollision.invulnerable)
{
animator.SetBool("isHiding", true);
}
else
{
animator.SetBool("isHiding", false);
}
}
// 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.SetBool("isHiding", false);
}
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