Beispiel #1
0
        private void FixedUpdate()
        {
            if (_healther.Base.IsStunned)
            {
                return;
            }

            _mover.OnUpdate();

            if (_mover.State == EState.Ready && ShiftIntervalTimer.IsDone)
            {
                if (_detector.IsPlayerDetected)
                {
                    if (_detector.DistToPlayer <= _shiftDistance)
                    {
                        _mover.Begin(_detector.PlayerPos);
                    }
                    else
                    {
                        _mover.Begin(Stuff.PathUtil.GetNextPosToTarget(transform.position, _detector.PlayerPos));
                    }
                }
                else
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToRandom(transform.position));
                }
            }
        }
Beispiel #2
0
        private void FixedUpdate()
        {
            if (_healther.Base.IsStunned)
            {
                return;
            }

            _attacker.Base.OnUpdate();
            _mover.OnUpdate();

            if (_attacker.Base.State == EState.Ready && _attacker.IsPossible)
            {
                _attacker.Base.Begin();
                _mover.ForceStop();
            }

            if (_mover.State == EState.Ready && _attacker.Base.State == EState.Ready)
            {
                if (_detector.IsPlayerDetected)
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToTarget(transform.position, _detector.PlayerPos));
                }
                else
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToRandom(transform.position));
                }
            }
        }
Beispiel #3
0
        private void FixedUpdate()
        {
            if (_healther.Base.IsStunned)
            {
                return;
            }

            _mover.OnUpdate();
            _attacker.Base.OnUpdate();

            if (!IsRetreating && _detector.IsPlayerDetected && _detector.DistToPlayer <= _retreatDistance)
            {
                IsRetreating = true;
                Buffer.SetBuff(_targetBuffs, BuffId.ShooterRetreat, true);
            }
            else if (IsRetreating && _detector.DistToPlayer > _retreatDistance)
            {
                IsRetreating = false;
                Buffer.SetBuff(_targetBuffs, BuffId.ShooterRetreat, false);
            }

            if (_attacker.Base.State == EState.Ready && _attacker.IsPossible)
            {
                _attacker.Base.Begin();
                if (!IsRetreating)
                {
                    _mover.ForceStop();
                }
            }

            if (_mover.State == EState.Ready)
            {
                if (IsRetreating)
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToOpposite(transform.position, _detector.PlayerPos));
                }
                else
                if (_attacker.Base.State == EState.Ready)
                {
                    if (_detector.IsPlayerDetected)
                    {
                        _mover.Begin(Stuff.PathUtil.GetNextPosToTarget(transform.position, _detector.PlayerPos));
                    }
                    else
                    {
                        _mover.Begin(Stuff.PathUtil.GetNextPosToRandom(transform.position));
                    }
                }
            }
        }
Beispiel #4
0
        private void FixedUpdate()
        {
            if (_healther.Base.IsStunned)
            {
                return;
            }

            _attacker.Base.OnUpdate();
            _mover.OnUpdate();

            if (_attacker.Base.State == EState.Ready && _attacker.IsPossible)
            {
                _attacker.Base.Begin();
                _mover.ForceStop();
            }

            if (_mover.State == EState.Ready)
            {
                if (!_detector.IsPlayerDetected)
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToRandom(transform.position));
                }
                else
                if (_attacker.Base.State == EState.Ready)
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToTarget(transform.position, _detector.PlayerPos));
                    if (IsReatreating)
                    {
                        IsReatreating     = false;
                        _mover.MoveSpeed /= _retreatMoveSpeedK;
                    }
                }
                else
                if (_attacker.Base.State == EState.Reloading && _detector.DistToPlayer <= _retreatDistance)
                {
                    _mover.Begin(Stuff.PathUtil.GetNextPosToOpposite(transform.position, _detector.PlayerPos));
                    if (!IsReatreating)
                    {
                        IsReatreating     = true;
                        _mover.MoveSpeed *= _retreatMoveSpeedK;
                    }
                }
            }
        }