// Update is called once per frame void Update() { switch (_FriendlyCurrentState) { case Friendlystate.Idle: if (_timeridle < 0) { //idle _FriendlyAnimation.PlayIdle(); _timeridle = timeridle; } else { _timeridle -= Time.deltaTime; } break; case Friendlystate.Walking: if (_timerwalking < 0) { //walking _FriendlyAnimation.PlayWalking(); _timerwalking = timerwalking; } else { _timerwalking -= Time.deltaTime; } break; case Friendlystate.Atacking: break; case Friendlystate.Hit: break; case Friendlystate.Jumping: break; } targetx = GameObject.Find("Player").transform.position.x; x = transform.position.x; if (x >= targetx - 3f || x <= targetx - 4f) //link { _FriendlyCurrentState = Friendlystate.Walking; } else { _FriendlyCurrentState = Friendlystate.Idle; } }
// Use this for initialization void Start() { timeridle = _timeridle; timerwalking = _timerwalking; timerTrowing = _timerTrowing; timerjumping = _timerjumping; timerAttacking = _timerAttacking; timerhurting = _timerhurting; timerlanded = _timerlanded; _FriendlyCurrentState = Friendlystate.Idle; }