Beispiel #1
0
    void EntityDeath(string killedName)
    {
        print("<EntityDebug>: " + name + " has been killed");

        /*if(myState == entityState.Dead)
         * {
         *  return;
         * }*/
        deathEvent.Invoke();
        myState = entityState.Dead;
    }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     if (current_state == entityState.NORMAL)
     {
         if (Directions[0] == true || Directions[1] == true)
         {
             if (pc.transform.position.x >= this.transform.position.x - 0.5 && pc.transform.position.x <= this.transform.position.x + 0.5)
             {
                 if (pc.transform.position.y > this.transform.position.y)
                 {
                     Direction     = 0;
                     startTime     = Time.time;
                     journeyLength = Vector3.Distance(startpos, endpos[0]);
                     current_state = entityState.ATTACKING;
                 }
                 else
                 {
                     Direction     = 1;
                     startTime     = Time.time;
                     journeyLength = Vector3.Distance(startpos, endpos[1]);
                     current_state = entityState.ATTACKING;
                 }
             }
         }
         if (Directions[2] == true || Directions[3] == true)
         {
             if (pc.transform.position.y >= this.transform.position.y - 0.5 && pc.transform.position.y <= this.transform.position.y + 0.5)
             {
                 if (pc.transform.position.x > this.transform.position.x)
                 {
                     Direction     = 3;
                     startTime     = Time.time;
                     journeyLength = Vector3.Distance(startpos, endpos[3]);
                     current_state = entityState.ATTACKING;
                 }
                 else
                 {
                     Direction     = 2;
                     startTime     = Time.time;
                     journeyLength = Vector3.Distance(startpos, endpos[2]);
                     current_state = entityState.ATTACKING;
                 }
             }
         }
     }
     if (current_state == entityState.ATTACKING)
     {
         if (Direction == 0)
         {
             float distCovered = (Time.time - startTime) * speed;
             float fracJourney = distCovered / journeyLength;
             if (temp == true)
             {
                 distCovered = (Time.time - startTime) * speedback;
                 fracJourney = distCovered / journeyLength;
             }
             if (temp == false && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(startpos, endpos[0], fracJourney);
             }
             else if (temp == false && fracJourney > 1)
             {
                 fracJourney = 0;
                 startTime   = Time.time;
                 temp        = true;
             }
             else if (temp == true && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(endpos[0], startpos, fracJourney);
             }
             else if (temp == true && fracJourney > 1)
             {
                 fracJourney   = 0;
                 startTime     = Time.time;
                 current_state = entityState.NORMAL;
                 temp          = false;
             }
         }
         else if (Direction == 1)
         {
             float distCovered = (Time.time - startTime) * speed;
             float fracJourney = distCovered / journeyLength;
             if (temp == true)
             {
                 distCovered = (Time.time - startTime) * speedback;
                 fracJourney = distCovered / journeyLength;
             }
             if (temp == false && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(startpos, endpos[1], fracJourney);
             }
             else if (temp == false && fracJourney > 1)
             {
                 fracJourney = 0;
                 startTime   = Time.time;
                 temp        = true;
             }
             else if (temp == true && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(endpos[1], startpos, fracJourney);
             }
             else if (temp == true && fracJourney > 1)
             {
                 fracJourney   = 0;
                 startTime     = Time.time;
                 current_state = entityState.NORMAL;
                 temp          = false;
             }
         }
         else if (Direction == 2)
         {
             float distCovered = (Time.time - startTime) * speed;
             float fracJourney = distCovered / journeyLength;
             if (temp == true)
             {
                 distCovered = (Time.time - startTime) * speedback;
                 fracJourney = distCovered / journeyLength;
             }
             if (temp == false && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(startpos, endpos[2], fracJourney);
             }
             else if (temp == false && fracJourney > 1)
             {
                 fracJourney = 0;
                 startTime   = Time.time;
                 temp        = true;
             }
             else if (temp == true && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(endpos[2], startpos, fracJourney);
             }
             else if (temp == true && fracJourney > 1)
             {
                 fracJourney   = 0;
                 startTime     = Time.time;
                 current_state = entityState.NORMAL;
                 temp          = false;
             }
         }
         else if (Direction == 3)
         {
             float distCovered = (Time.time - startTime) * speed;
             float fracJourney = distCovered / journeyLength;
             if (temp == true)
             {
                 distCovered = (Time.time - startTime) * speedback;
                 fracJourney = distCovered / journeyLength;
             }
             if (temp == false && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(startpos, endpos[3], fracJourney);
             }
             else if (temp == false && fracJourney > 1)
             {
                 fracJourney = 0;
                 startTime   = Time.time;
                 temp        = true;
             }
             else if (temp == true && fracJourney <= 1)
             {
                 transform.position = Vector3.Lerp(endpos[3], startpos, fracJourney);
             }
             else if (temp == true && fracJourney > 1)
             {
                 fracJourney   = 0;
                 startTime     = Time.time;
                 current_state = entityState.NORMAL;
                 temp          = false;
             }
         }
     }
 }
Beispiel #3
0
	// Update is called once per frame
	void Update () {
		if (current_state == entityState.NORMAL)
		{
			if (Directions[0] == true || Directions[1] == true)
			{
				if (pc.transform.position.x >= this.transform.position.x - 0.5 && pc.transform.position.x <= this.transform.position.x + 0.5) 
				{
					if(pc.transform.position.y > this.transform.position.y)
					{
						Direction = 0;
						startTime = Time.time;
						journeyLength = Vector3.Distance(startpos, endpos[0]);
						current_state = entityState.ATTACKING;
					}
					else
					{
						Direction = 1;
						startTime = Time.time;
						journeyLength = Vector3.Distance(startpos, endpos[1]);
						current_state = entityState.ATTACKING;

					}
				}
			}
			if(Directions[2] == true || Directions[3] == true)
			{
				if(pc.transform.position.y >= this.transform.position.y-0.5 && pc.transform.position.y <= this.transform.position.y+0.5)
				{
					if(pc.transform.position.x > this.transform.position.x)
					{
						Direction = 3;
						startTime = Time.time;
						journeyLength = Vector3.Distance(startpos, endpos[3]);
						current_state = entityState.ATTACKING;
					}
					else
					{
						Direction = 2;
						startTime = Time.time;
						journeyLength = Vector3.Distance(startpos, endpos[2]);
						current_state = entityState.ATTACKING;
					}
				}
			}
		}
		if (current_state == entityState.ATTACKING) 
		{
			if(Direction == 0)
			{

					float distCovered = (Time.time - startTime) * speed;
					float fracJourney = distCovered / journeyLength;
				if(temp == true)
				{
					distCovered = (Time.time - startTime) * speedback;
					fracJourney = distCovered / journeyLength;
				}
				if (temp == false && fracJourney <= 1)
					transform.position = Vector3.Lerp (startpos, endpos[0], fracJourney);
				else if (temp == false && fracJourney > 1) {
					fracJourney = 0;
					startTime = Time.time;
					temp = true;
				} else if (temp == true && fracJourney <= 1) {
					transform.position = Vector3.Lerp (endpos[0], startpos, fracJourney);
				} else if (temp == true && fracJourney > 1) 
				{
					fracJourney = 0;
					startTime = Time.time;
					current_state = entityState.NORMAL;
					temp = false;
				}
			}
			else if (Direction == 1)
			{
				float distCovered = (Time.time - startTime) * speed;
				float fracJourney = distCovered / journeyLength;
				if(temp == true)
				{
					distCovered = (Time.time - startTime) * speedback;
					fracJourney = distCovered / journeyLength;
				}
				if (temp == false && fracJourney <= 1)
					transform.position = Vector3.Lerp (startpos, endpos[1], fracJourney);
				else if (temp == false && fracJourney > 1) {
					fracJourney = 0;
					startTime = Time.time;
					temp = true;
				} else if (temp == true && fracJourney <= 1) {
					transform.position = Vector3.Lerp (endpos[1], startpos, fracJourney);
				} else if (temp == true && fracJourney > 1) 
				{
					fracJourney = 0;
					startTime = Time.time;
					current_state = entityState.NORMAL;
					temp = false;
				}
			}
			else if (Direction == 2)
			{
				float distCovered = (Time.time - startTime) * speed;
				float fracJourney = distCovered / journeyLength;
				if(temp == true)
				{
					distCovered = (Time.time - startTime) * speedback;
					fracJourney = distCovered / journeyLength;
				}
				if (temp == false && fracJourney <= 1)
					transform.position = Vector3.Lerp (startpos, endpos[2], fracJourney);
				else if (temp == false && fracJourney > 1) {
					fracJourney = 0;
					startTime = Time.time;
					temp = true;
				} else if (temp == true && fracJourney <= 1) {
					transform.position = Vector3.Lerp (endpos[2], startpos, fracJourney);
				} else if (temp == true && fracJourney > 1) 
				{
					fracJourney = 0;
					startTime = Time.time;
					current_state = entityState.NORMAL;
					temp = false;
				}
			}
			else if (Direction == 3)
			{
				float distCovered = (Time.time - startTime) * speed;
				float fracJourney = distCovered / journeyLength;
				if(temp == true)
				{
					distCovered = (Time.time - startTime) * speedback;
					fracJourney = distCovered / journeyLength;
				}
				if (temp == false && fracJourney <= 1)
					transform.position = Vector3.Lerp (startpos, endpos[3], fracJourney);
				else if (temp == false && fracJourney > 1) {
					fracJourney = 0;
					startTime = Time.time;
					temp = true;
				} else if (temp == true && fracJourney <= 1) {
					transform.position = Vector3.Lerp (endpos[3], startpos, fracJourney);
				} else if (temp == true && fracJourney > 1) 
				{
					fracJourney = 0;
					startTime = Time.time;
					current_state = entityState.NORMAL;
					temp = false;
				}
			}

		}
	}
Beispiel #4
0
 // Use this for initialization
 void Start()
 {
     pc            = PlayerControl.instance;
     current_state = entityState.NORMAL;
     startpos      = this.transform.position;
 }
Beispiel #5
0
	// Use this for initialization
	void Start () {
		pc = PlayerControl.instance;
		current_state = entityState.NORMAL;
		startpos = this.transform.position;
	}