Ejemplo n.º 1
0
    public override void Update()
    {
        base.Update();

        m_Character.m_TotalForce = Vector3.zero;

        m_Character.GetComponent <Animator>().SetFloat("VelocityX", 0.0f);

        timer += Time.deltaTime;



        if (!m_Character.m_Opponent.m_IsDead)
        {
            m_NextState = m_EnemyController.m_EnemyType.GetNextAction();
        }

        if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f)
        {
            m_Character.m_Opponent.m_Opponent = null;

            m_NextState = new AIMovementIdle(m_Character);
        }
    }
Ejemplo n.º 2
0
    public override void Update()
    {
        base.Update();

        m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f);

        m_Character.GetComponent <Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x));

        if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f)
        {
            m_Character.m_Opponent.m_Opponent = null;

            m_NextState = new AIMovementIdle(m_Character);
        }
    }
Ejemplo n.º 3
0
 public void Land()
 {
     m_NextState = new AIMovementIdle(m_Character);
 }
Ejemplo n.º 4
0
    public override void Update()
    {
        base.Update();

        timer += Time.deltaTime;
        waitTimer += Time.deltaTime;

        m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f);

        m_Character.GetComponent<Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x));

        if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f ||
            Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f)
        {
            m_Character.m_Opponent.m_Opponent = null;

            m_NextState = new AIMovementIdle(m_Character);
        }
    }
Ejemplo n.º 5
0
 public void Land()
 {
     m_NextState = new AIMovementIdle(m_Character);
 }