Ejemplo n.º 1
0
    void Update()
    {
        Vector2 moveInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

        moveVelocity = moveInput.normalized * speed;
        RotateChar();
        ArmaControl();

        if (moveVelocity != Vector2.zero)
        {
            isMoving = true;
        }
        else
        {
            isMoving = false;
        }

        healthBar.value = health;

        if (health <= 0)
        {
            gOver.GameOver();
            this.gameObject.GetComponent <SpriteRenderer>().enabled = false;
        }

        if (gOver.GameOverCheck)
        {
            this.gameObject.GetComponent <Player>().enabled = false;
        }
    }
Ejemplo n.º 2
0
    void Update()
    {
        if (health <= 0)
        {
            Instantiate(DeadExplosion, transform.position, Quaternion.identity);
            gOver.GameOver();
            this.gameObject.GetComponent <SpriteRenderer>().enabled = false;
        }

        if (gOver.GameOverCheck)
        {
            this.gameObject.GetComponent <Boss>().enabled = false;
        }


        if (finiteStateMachine != null && finiteStateMachine.currentlyRunningState == null)
        {
            int r = Random.Range(0, 3);

            myState = (StateType)r;

            State nextState = null;

            switch (myState)
            {
            case StateType.Chase1:
                nextState = new ChasePlayer(this, player, speed, projectile[0]);
                break;

            case StateType.Chase2:
                nextState = new ChasePlayer2(this, player, speed, projectile[1]);
                break;

            case StateType.Idle:
                nextState = new IdleState(idleTime);
                break;

            default:
                break;
            }
            finiteStateMachine.ReciveState(nextState);
        }

        finiteStateMachine.ExecuteState();



        healthBar.value = health;
    }