Ejemplo n.º 1
0
    // Update is called once per frame
    private void FixedUpdate()
    {
        //raycast field of view old
        //RaycastHit2D fovInfo = Physics2D.Raycast(FOV.position, FOV.right);

        if (enemyAi.getFacingRight())
        {
            aimDir = new Vector3(1, 1f, 0f);
        }
        else if (!enemyAi.getFacingRight())
        {
            aimDir = new Vector3(-1, 1f, 0f);
        }

        fieldOfView.SetOrigin(FovStartPoint.position);
        fieldOfView.SetAimDirection(aimDir);


        if (FindTargetPlayer())
        {
            //enemyAi.setSpeed(2f);
            GetComponentInParent <EnemyAi>().enabled = true;
            //if raycast hit player (enemy sees player)
            if (enemyAi.reachedPlayer())
            {
                //reached player so attack with timeout
                if (Time.time >= nextAttackTime)
                {
                    GetComponent <SkeletonGFXCombat>().Attack();  //atack + anim

                    enemyAi.setCanMove(0);

                    nextAttackTime = Time.time + 1f / attackRate;

                    //audio of attacking
                    audioManager.Play("AxeSwoosh1");
                    audioManager.Play("AxeHitMetal_1", 0.2f);
                }
            }
            else
            {
                //didn't reach player, so move towards player

                if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.8f && !animator.IsInTransition(0))  // if attack anim finished
                {
                    enemyAi.setCanMove(1);
                }

                if (enemyAi.getIsMoving()) // if enemy moving
                {
                    animator.SetTrigger("Go_To_Walk");
                }
            }
        }
        else
        {
            if (!this.animator.GetCurrentAnimatorStateInfo(0).IsName("Skeleton_Attack")) // if attack anim finished
            {
                enemyAi.setCanMove(2);
            }


            if (enemyAi.getIsMoving()) // if enemy moving
            {
                animator.SetTrigger("Go_To_Walk");
            }
            else
            {
                animator.SetTrigger("Go_To_Idle");
            }
        }
    }