void Update()
    {
        if (HealthPoint() == 0)
        {
            return;
        }

        if (stunTime_unit == 0 || stunTime == 0 || TimeEx.Cooldown(ref stunTime) == 0)
        {
            if (TimeEx.Cooldown(ref stateTime) == 0)
            {
                StateChange();
            }
            StateUpdate();
        }
        animator.SetBool("isHit", stunTime != 0);

        //시선처리용 코드
        //릴리즈때 지워야댐
        //raycast test
        RaycastHit2D rcHit = Physics2D.Raycast(transform.position, direction, 10000.0f, 1 << LayerMask.NameToLayer("Map"));

        if (rcHit.collider != null)
        {
            Vector2 dirst   = direction * rcHit.distance;
            Vector3 collPos = transform.position + new Vector3(dirst.x, dirst.y, 0);
            Vector3 linePos = new Vector3(transform.position.x, transform.position.y, 0);

            Debug.DrawLine(linePos, collPos, Color.red);
        }
    }
Beispiel #2
0
    void Update()
    {
        if (HealthPoint() == 0)
        {
            return;
        }

        if (hitCooldown > 0)
        {
            bool enable;
            if (TimeEx.Cooldown(ref hitCooldown) == 0)
            {
                enable = true;
            }
            else
            {
                enable = ((int)((hitCooldown_unit - hitCooldown) / hitEffect_unit) & 1) != 0;
            }

            spriteRenderer.enabled = enable;
            //자식 렌더러는 어케끄냐
        }


        Vector2 movement = new Vector2(0, 0);

        if (Input.GetKey(KeyCode.A))
        {
            movement.x--;
        }
        if (Input.GetKey(KeyCode.D))
        {
            movement.x++;
        }
        if (Input.GetKey(KeyCode.W))
        {
            movement.y++;
        }
        if (Input.GetKey(KeyCode.S))
        {
            movement.y--;
        }
        movement           *= velocity * Time.deltaTime;
        transform.position += new Vector3(movement.x, movement.y);

        animator.SetBool("isMoving", (movement.x != 0) || (0 != movement.y));


        UpdateDirection();


        if (Input.GetKey(KeyCode.Mouse0))
        {
            myWeaponScript.WeaponFire();
        }
    }
Beispiel #3
0
 // Update is called once per frame
 void Update()
 {
     if (grenade.IsBraked())
     {
         if (TimeEx.Cooldown(ref fuse) == 0)
         {
             GameObject explosion = Instantiate(explosionPrefab);
             explosion.transform.position = transform.position;
             Destroy(gameObject);
         }
     }
 }
Beispiel #4
0
    protected override void StateUpdate()
    {
        if (BehaviorState.Bike_riding == state)
        {
            if (PlayerTracking())
            {
                if (Vector2.Distance(Vector2ex.By3(GameObject.FindWithTag("Player").transform.position), Vector2ex.By3(transform.position)) < 100)
                {
                    SetState_BikeOut();
                    animator.SetTrigger("isBikeFinish");
                }
            }



            //으아 길찾기
            if (TimeEx.Cooldown(ref astar_cooldown) == 0)
            {
                astar_cooldown = 0.5f;
                if ((astar_lastSucceeded = astarPathFinder.경로검색(GameObject.FindWithTag("Player").transform.position)) == true)
                {
                    List <Astar.최단경로노드> path = astarPathFinder.GetPath();
                    astar_index      = 0;
                    astar_dir        = Vector2ex.By3(path[0].월드위치) - Vector2ex.By3(transform.position);
                    astar_remainDist = astar_dir.magnitude;
                    astar_dir       /= astar_remainDist;
                }
            }
            if (astar_lastSucceeded)
            {
                float movement = bikeSpeed * Time.deltaTime;
                while (true)
                {
                    if (astar_remainDist < movement)
                    {
                        transform.position += Vector2ex.To3(astar_dir) * astar_remainDist;
                        movement           -= astar_remainDist;


                        List <Astar.최단경로노드> path = astarPathFinder.GetPath();
                        astar_index++;
                        if (astar_index >= path.Count)
                        {
                            astar_cooldown = 0;
                            break;
                        }
                        astar_dir        = Vector2ex.By3(path[astar_index].월드위치) - Vector2ex.By3(transform.position);
                        astar_remainDist = astar_dir.magnitude;
                        astar_dir       /= astar_remainDist;
                    }
                    else
                    {
                        transform.position += Vector2ex.To3(astar_dir) * movement;
                        astar_remainDist   -= movement;
                        break;
                    }
                }
            }

            lrFliper.In(astar_dir);
        }
        else if (BehaviorState.Bike_out == state)
        {
            float movement = bikeSpeed * Time.deltaTime;
            transform.position += Vector2ex.To3(astar_dir) * movement;
        }
        else if (BehaviorState.Attack_machinegun == state ||
                 BehaviorState.Attack_machinegun_prefire == state ||
                 BehaviorState.Attack_grenadelauncher == state)
        {
            if (PlayerTracking())
            {
                GameObject player  = GameObject.FindWithTag("Player");
                Vector2    destDir = (Vector2ex.By3(player.transform.position) - Vector2ex.By3(transform.position)).normalized;

                float angle = Vector2.Angle(destDir, direction);
                if (angle <= weaponRotateSpeed * Time.deltaTime)
                {
                    if (state == BehaviorState.Attack_grenadelauncher)
                    {
                        weapon_GrenadeLauncher.WeaponFire();
                    }
                    else
                    {
                        weapon_MG.WeaponFire();
                    }
                    direction = destDir;
                }
                else
                {
                    bool isRevClockwise = direction.x * destDir.y - direction.y * destDir.x >= 0;
                    direction = Vector2ex.Rotate(direction, weaponRotateSpeed * Mathf.Deg2Rad * Time.deltaTime * (isRevClockwise ? 1 : -1));
                }
            }
            else
            {
                if (BehaviorState.Attack_machinegun == state)
                {
                    stateTime -= 1;
                    if (stateTime <= 0)
                    {
                        SetState_Idle();
                    }
                    else
                    {
                        SetState_AttackMachinegun_Prefire();
                    }
                }
            }
        }
        else if (BehaviorState.Moving == state)
        {
            transform.position += Vector2ex.To3(direction);
        }
    }
Beispiel #5
0
    void Update()
    {
        lrFliper.In(weaponOwner.Direction());

        TimeEx.Cooldown(ref cooldown);
    }