public override void OnUpdate(Base_Ghost ghost)
    {
        PathRequestManager.RequestPath(ghost.transform.position, ghost.spawn.transform.position, ghost.OnPathFound);

        ghost.myMat.SetColor("_Color", Color.green);

        if (ghost.GotRescuedGhost == true)
        {
            ghost.ChangeState("Patrol");
        }

        if (ghost.InFleeZone == true)
        {
            localtaggedTime -= Time.deltaTime;
        }

        if (localtaggedTime <= 0)
        {
            ghost.ChangeState("Patrol");
        }
    }
Beispiel #2
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    public override void OnUpdate(Base_Ghost ghost)
    {
        LocalRageTime -= Time.deltaTime;
        ghost.myMat.SetColor("_Color", Color.red);
        float distance = Vector3.Distance(ghost.transform.position, ghost.player.transform.position);

        PathRequestManager.RequestPath(ghost.transform.position, ghost.player.transform.position, ghost.OnPathFound);

        if (distance < EnemyDistance)
        {
            ghost.speed = RageSpeed;
        }
        else
        {
            ghost.speed = LocalSpeed;
        }

        if (LocalRageTime <= 0)
        {
            ghost.ChangeState("Flee");
        }
    }
Beispiel #3
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    public override void OnUpdate(Base_Ghost ghost)
    {
        LocalFleeTime -= Time.deltaTime;
        float distance = Vector3.Distance(ghost.transform.position, ghost.player.transform.position);

        ghost.myMat.SetColor("_Color", Color.yellow);

        if (LocalFleeTime <= 0)
        {
            ghost.ChangeState("Patrol");
        }

        if (distance < EnemyDistance)
        {
            Vector3 dirToPlayer = ghost.transform.position - ghost.player.transform.position;
            Vector3 newPos      = ghost.transform.position + dirToPlayer;
            PathRequestManager.RequestPath(ghost.transform.position, dirToPlayer, ghost.OnPathFound);
        }
        else
        {
            PathRequestManager.RequestPath(ghost.transform.position, ghost.transform.position, ghost.OnPathFound);
        }
    }