Beispiel #1
0
    private void RandomizeAttack()
    {
        int thonk;

        thonk = Random.Range(0, 10);

        if (player.transform.position.y > 4)
        {
            state = ArmStates.slashWalking;
        }
        else
        {
            if (thonk < 7)
            {
                state = ArmStates.spinning;
                animator.SetInteger("Attack", 1);
                cooldownTimer = 5;
            }
            else
            {
                state = ArmStates.slashWalking;
            }
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        float width = (float)health / (float)200;

        healthbar.rectTransform.sizeDelta = new Vector2(width * 600, 40);

        switch (state)
        {
        case ArmStates.walking:
            direction   = (player.transform.position - transform.position).normalized;
            direction.y = 0;
            gameObject.transform.position += direction * speed * Time.deltaTime;
            gameObject.transform.LookAt(transform.position + direction);

            if ((player.transform.position - transform.position).magnitude <= 15)
            {
                RandomizeAttack();
            }

            break;

        case ArmStates.slashWalking:
            //state = ArmStates.spinning;
            direction   = (player.transform.position - transform.position).normalized;
            direction.y = 0;
            gameObject.transform.position += direction * speed * 1.5f * Time.deltaTime;
            gameObject.transform.LookAt(transform.position + direction);

            if ((player.transform.position - transform.position).magnitude <= 7)
            {
                state = ArmStates.slashing;
                transform.Rotate(0, -15, 0);
                cooldownTimer = 1;
                animator.SetInteger("Attack", 2);
            }

            break;

        case ArmStates.slashing:
            //animation play

            cooldownTimer -= Time.deltaTime;
            if (cooldownTimer <= 0)
            {
                state         = ArmStates.tired;
                cooldownTimer = 3;
                animator.SetInteger("Attack", 0);
            }

            break;

        case ArmStates.spinning:
            //run spinning animation

            direction   = (player.transform.position - transform.position).normalized;
            direction.y = 0;
            gameObject.transform.position += direction * speed * Time.deltaTime;

            gameObject.transform.Rotate(0, Time.deltaTime * 720, 0);

            cooldownTimer -= Time.deltaTime;
            if (cooldownTimer <= 0)
            {
                state         = ArmStates.tired;
                cooldownTimer = 3;
                animator.SetInteger("Attack", 0);
            }

            break;

        case ArmStates.tired:
            cooldownTimer -= Time.deltaTime;
            if (cooldownTimer <= 0)
            {
                state = ArmStates.walking;
            }
            break;
        }
    }