- save/load equip and inventory correctly using character name - added boss behaviours - added boss unique abilities
58 lines
1.4 KiB
C#
58 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AngrySkellyBossController : BossController
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{
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protected override bool PrimaryMovementBehaviourCheck()
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{
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return Vector3.Distance(agent.transform.position, currentTarget.transform.position) > bossMeleeAttacksRange;
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}
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protected override bool SecondHighestPriorityCheck()
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{
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return base.ThirdHighestPriorityCheck();
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}
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protected override bool ThirdHighestPriorityCheck()
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{
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return base.SecondHighestPriorityCheck();
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}
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protected override void PerformPrimaryMovementBehaviour()
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{
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base.PerformPrimaryMovementBehaviour();
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}
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protected override void PerformHighestPriorityAction()
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{
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base.PerformHighestPriorityAction();
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}
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protected override void PerformSecondHighestPriorityAction()
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{
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PerformMeleeAbility();
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}
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protected override void PerformThirdHighestPriorityAction()
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{
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PerformCoreAbility();
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}
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protected override void PerformUltimate()
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{
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Debug.Log("INSIDE CAN CAST ULTIMATE: " + bossAbilityBinder.CanCastUltimate());
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ResetValuesOnAbilityPerformed();
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bossAbilityBinder.UseUltimateAbility(currentTarget.transform);
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}
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protected override void PerformCoreAbility()
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{
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base.PerformCoreAbility();
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}
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protected override void PerformMeleeAbility()
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{
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base.PerformMeleeAbility();
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}
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}
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