public void ConditionCheck() { if (AIB != null && AIB.hostile) { bool target = AIB.NoTarget(); if (!target) { float d = Mathf.Abs(AIB.CalculateTarget()); if (d < extendDist) { if (jumpex && d < 4) { EX.ExtendPercent(100); } else { EX.ExtendPercent(attackex); } } else { EX.ExtendPercent(0); } } } //else if (AIB != null) { ExtendRandom(); } }
private void MoveTarget() { if (!movebreak) { movebreak = true; } if (AIB == null) { return; } float d = AIB.CalculateTarget(); if (d > 0) { mm = (1 / (float)dlegs) * LG.Count - half; } else { mm = -((1 / (float)dlegs) * LG.Count - half); } if (Mathf.Abs(d) < stoprange) { mm = 0; } AIB.Move(mm); goforward = false; }
public void ConditionCheck() { if (AIB == null) { return; } //Maybe fire with no control? if (!AIB.hostile) { return; } float d = AIB.CalculateTarget(); if (d == 0) { return; } //Is hostile but no target in sight. if (Mathf.Abs(d) < Mathf.Abs(attackdistance)) { Execute(); } }