public override void Update()
    {
        //If the player is in range, then the enemy will go towards them
        if (((Mathf.Abs(XDistance) <= DistanceThreshold) || (Mathf.Abs(YDistance) <= DistanceThreshold)))
        {
            PolyNavagent.SetDestination(Player.transform.position);
            PolyNavagent.stoppingDistance = 0.25f;
            PatrolWayPoints.enabled       = false;
            BodyAnimator.SetBool("IsAttacking", true);
        }
        else //If not will continue to do their thing
        {
            PolyNavagent.SetDestination(PatrolWayPoints.WPoints[PatrolWayPoints.currentIndex]);
            PolyNavagent.stoppingDistance = 0.001f;
            PatrolWayPoints.enabled       = true;
            BodyAnimator.SetBool("IsAttacking", false);
        }

        if ((Mathf.Abs(XDistance) <= 0.75f) && (Mathf.Abs(YDistance) <= 0.75f) && CanShoot == true)
        {
            Debug.Log("Found You");
            GameObject Cat = Instantiate(Projectile, SpawnPoint.transform.position, SpawnPoint.transform.rotation) as GameObject;
            Cat.GetComponent <Rigidbody2D>().AddForce(transform.up * 100, ForceMode2D.Force);
            Destroy(Cat, 4f);
            CanShoot = false;
            Invoke("CanShootRecover", RateOfFire);
        }

        base.Update();
    }
Beispiel #2
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    public override void Update()
    {
        //If the player is in range, then the enemy will go towards them
        if ((Mathf.Abs(XDistance) <= DistanceThreshold) && (Mathf.Abs(YDistance) <= DistanceThreshold))
        {
            PolyNavagent.SetDestination(Player.transform.position);
            PatrolWayPoints.enabled = false;
            BodyAnimator.SetBool("IsAttacking", true);
        }
        else //If not will continue to do their thing
        {
            PolyNavagent.SetDestination(PatrolWayPoints.WPoints[PatrolWayPoints.currentIndex]);
            PatrolWayPoints.enabled = true;
            BodyAnimator.SetBool("IsAttacking", false);
        }

        base.Update();
    }