Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        GlobalBehavior.WorldBoundStatus status =
            mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            Destroy(this.gameObject);
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        transform.position += (200f * Time.smoothDeltaTime) * transform.up;

        status = globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);
        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            NewDirection();
        }
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        transform.position += (mSpeed * transform.up * Time.smoothDeltaTime);
        GlobalBehavior.WorldBoundStatus status =
            mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            mGameManager.subtractEggCount();
            Destroy(this.gameObject);
        }
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        heroDiff = hero.transform.position - transform.position;
        heroDot  = Vector2.Dot(heroDiff, -hero.transform.up);

        if (state == stateType.Default)
        {
            if (heroDiff.magnitude < maxScare && heroDot > 0)
            {
                state           = stateType.Afraid;
                renderer.sprite = spriteAfraid;
            }
            transform.position += (mSpeed * Time.smoothDeltaTime) * transform.up;
        }
        else if (state == stateType.Stunned)
        {
            mRotation          = transform.rotation.eulerAngles;
            mRotation.z       += (9 * Time.deltaTime);
            transform.rotation = Quaternion.Euler(mRotation);

            stunTimer += Time.deltaTime;
            if (stunTimer > stunDuration)
            {
                state           = stateType.Default;
                renderer.sprite = spriteDefault;
            }
        }
        else if (state == stateType.Afraid)
        {
            if (heroDiff.magnitude > maxScare || heroDot < 0)
            {
                state           = stateType.Default;
                renderer.sprite = spriteDefault;
            }

            run = (mSpeed * .2f * Time.smoothDeltaTime) * (-1 * heroDiff).normalized;

            transform.position += run;

            //transform.rotation = Quaternion.AngleAxis(rotateAngle, transform.forward);
            var angle = Mathf.Atan2(run.y, run.x) * Mathf.Rad2Deg;
            transform.rotation = Quaternion.AngleAxis(angle, transform.forward);
            transform.Rotate(Vector3.forward * -90);
        }

        status = globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            NewDirection();
        }
    }
Beispiel #5
0
    // Update is called once per frame
    void Update()
    {
        transform.position += (mSpeed * Time.smoothDeltaTime) * transform.up;

        status = globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            // Debug.Log("collided position: " + this.transform.position);
            GameObject e = Instantiate(mSplash, transform.position, Quaternion.Euler(0, 0, Random.Range(0, 360))) as GameObject;
            Destroy(gameObject);
        }
    }
Beispiel #6
0
    // Update is called once per frame
    void Update()
    {
        transform.position += (mSpeed * Time.smoothDeltaTime) * transform.up;
        GlobalBehavior globalBehavior = GameObject.Find("GameManager").GetComponent <GlobalBehavior>();

        GlobalBehavior.WorldBoundStatus status =
            globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            // Debug.Log("collided position: " + this.transform.position);
            NewDirection();
        }
    }
Beispiel #7
0
    // Update is called once per frame
    void Update()
    {
        #region user movement control
        transform.position += Input.GetAxis("Vertical") * transform.up * (kHeroSpeed * Time.smoothDeltaTime);
        status              = globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);
        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            transform.position -= 3 * Input.GetAxis("Vertical") * transform.up * (kHeroSpeed * Time.smoothDeltaTime);
        }
        transform.Rotate(Vector3.forward, -1f * Input.GetAxis("Horizontal") * (kHeroRotateSpeed * Time.smoothDeltaTime));
        #endregion

        if (Input.GetAxis("Fire1") > 0f)  // this is Left-Control
        {
            GameObject  e   = Instantiate(mProjectile) as GameObject;
            EggBehavior egg = e.GetComponent <EggBehavior>();            // Shows how to get the script from GameObject
            if (null != egg)
            {
                worldOffset          = transform.rotation * offset;
                e.transform.position = transform.position + worldOffset;
                egg.SetForwardDirection(transform.up);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Get the position of the target waypoint
        Vector2 target = waypoints[curDestination].transform.position;

        // Get the direction the enemy needs to point
        Vector3 targetDirection = waypoints[curDestination].transform.position - transform.position;

        // Move towards the waypoint
        transform.position = Vector2.MoveTowards(transform.position, target, mSpeed * Time.smoothDeltaTime);

        // Rotate towards the waypoint
        transform.up = Vector3.RotateTowards(transform.up, targetDirection, mSpeed * Time.smoothDeltaTime, 0.0f);

        // Check if enemy hit world bounds
        GlobalBehavior.WorldBoundStatus status =
            globalBehavior.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);

        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            Debug.Log("collided position: " + this.transform.position);
            NewDirection();
        }
    }
Beispiel #9
0
    // Update is called once per frame
    void Update()
    {
        // Clamp
        GlobalBehavior.WorldBoundStatus status =
            mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds);
        if (status != GlobalBehavior.WorldBoundStatus.Inside)
        {
            NewDirection();
        }

        //State Change
        #region State Change
        Vector3 toHero = transform.position - mHero.transform.position;
        float   dot    = Vector3.Dot(toHero, mHero.transform.up);
        if (mState == EnemyState.Stunned && Time.realtimeSinceStartup - mTimeStunned < kStunnedDuration)
        {
            mState = EnemyState.Stunned;
            if (null != mRenderder)
            {
                mRenderder.sprite = Resources.Load("Textures/stunned_student", typeof(Sprite)) as Sprite;
            }
        }
        else
        {
            if (toHero.magnitude <= 30.0f && dot > 0) // RUN
            {
                if (mState != EnemyState.Run)
                {
                    var         source = GetComponents <AudioSource>();
                    AudioSource no     = source[1];
                    no.Play();
                }

                mState = EnemyState.Run;
                if (null != mRenderder)
                {
                    mRenderder.sprite = Resources.Load("Textures/running_student", typeof(Sprite)) as Sprite;
                }
            }
            else if (mState == EnemyState.Scary || wasScary)
            {
                mState = EnemyState.Scary;
                if (null != mRenderder)
                {
                    mRenderder.sprite = Resources.Load("Textures/scary_student", typeof(Sprite)) as Sprite;
                }
            }
            else // Normal
            {
                mState = EnemyState.Normal;
                if (null != mRenderder)
                {
                    mRenderder.sprite = Resources.Load("Textures/student", typeof(Sprite)) as Sprite;
                }
            }
        }
        #endregion


        // Movement
        #region movements
        if (mState == EnemyState.Normal || mState == EnemyState.Scary)
        {
            Move();
        }
        else if (mState == EnemyState.Run)
        {
            RunAway();
        }
        else
        {
            Rotate();
        }
        #endregion
    }