void Update() { if (target == null) { return; } if (isHoming && !target.IsDead()) { transform.LookAt(GetAimLocation()); } transform.Translate(Vector3.forward * speed * Time.deltaTime); }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } Health1 targetToTest = combatTarget.GetComponent <Health1>(); return(targetToTest != null && !targetToTest.IsDead()); }
private void Update() { if (health.IsDead()) { return; } if (InAttackRangeOfPlayer() && fighter.CanAttack(player)) { AttackBehaviour(); } else if (timeSinceLastSawPlayer < suspicionTime) { SuspicionBehaviour(); } else { PatrolBehaviour(); } UpdateTimers(); }
private void Update() { timeSinceLastAttack += Time.deltaTime; if (target == null) { return; } if (target.IsDead()) { return; } if (!GetIsInRange()) { GetComponent <Mover>().MoveTo(target.transform.position, 1f); } else { GetComponent <Mover>().Cancel(); AttackBehaviour(); } }
private void Update() { if (InteractWithUI()) { return; } if (health.IsDead()) { SetCursor(CursorType.None); return; } if (InteractWithComponent()) { return; } if (InteractWithMovement()) { return; } SetCursor(CursorType.None); }
void Update() { navMeshAgent.enabled = !health.IsDead(); UpdateAnimator(); }