Ejemplo n.º 1
0
    private void getPlayerPos()
    {
        playerPos = GameObject.Find("Player").GetComponent <Rigidbody>().position;

        // compute 45 degrees from player ship
        if (this.transform.position.y >= 0)
        {
            targetX.x = playerPos.x + (9.5f - playerPos.y);     // since we seek a 45d angle, dY = dX
        }
        else
        {
            targetX.x = playerPos.x + (playerPos.y + 7);
        }

        // send the player towards this landmark
        if (this.transform.position.x >= targetX.x)
        {
            enemyRigid.velocity = new Vector3(-seekSpeed, 0, 0);
        }
        else
        {
            enemyRigid.velocity = new Vector3(seekSpeed, 0, 0);
        }
        thisStatus = ATSTstatus.seeking;
    }
Ejemplo n.º 2
0
    public override void Move()
    {
        // set ATST actions
        if (thisStatus == ATSTstatus.seeking)
        {
            // check to see if enemy reached its landmark within +/-0.1
            if (this.transform.position.x < targetX.x + 0.25 && this.transform.position.x > targetX.x - 0.25)
            {
                enemyRigid.velocity = new Vector3(-speed, 0, 0);
                startDelay          = Time.time;
                thisStatus          = ATSTstatus.firing;
            }
        }
        else if (thisStatus == ATSTstatus.firing && Time.time - startDelay > shotDelay)
        {
            // if the delay in shotDelay has passed
            shotCnt++;
            if (shotCnt > maxShots)
            {
                thisStatus          = ATSTstatus.leaving;
                enemyRigid.velocity = new Vector3(-seekSpeed, 0, 0);
            }
            else if (Random.value < fireChance)
            {
                Fire();
                startDelay = Time.time;
                thisStatus = ATSTstatus.chill;
            }
            else
            {
                getPlayerPos();
                thisStatus = ATSTstatus.seeking;
            }
        }
        else if (thisStatus == ATSTstatus.chill && Time.time - startDelay > chillDelay)
        {
            thisStatus = ATSTstatus.seeking;
            getPlayerPos();   // restart the cycle
        }
        else if (thisStatus == ATSTstatus.leaving)
        {
        }

        if (thisStatus != ATSTstatus.seeking && thisStatus != ATSTstatus.leaving)
        {
            anim.SetFloat("speed", 0);
        }
        else
        {
            anim.SetFloat("speed", this.enemyRigid.velocity.x);
        }
    }