Ejemplo n.º 1
0
    void FixedUpdate()
    {
        //reset visibility halo
        if (isVisible)
        {
            halo.GetType().GetProperty("enabled").SetValue(halo, true, null);
        }
        else
        {
            halo.GetType().GetProperty("enabled").SetValue(halo, false, null);
        }

        //handle zombies by changing state
        float d = distZombieAhead();

        if (d > slowingDist)
        {
            currState = State.Walking;
        }
        else if (d > stopDist)
        {
            currState = State.Decelerating;
        }
        else
        {
            currState = State.Halted;
        }

        //execute appropriate state
        if (currState == State.Walking)
        {
            walking();
        }
        else if (currState == State.Decelerating)
        {
            decelerating(d);
        }
        else
        {
            halted();
        }


        //handle rare weird cases where zombie leaves map for no apparent reason
        if ((transform.position.x > 33 || transform.position.x < 0) || (transform.position.z > 21 || transform.position.z < 0))
        {
            InitializerScript.zombies.Remove(this);

            bool isClockwise = false;
            if ((iStart == 0 && iEnd == 3) || (iStart == iEnd + 1))
            {
                isClockwise = false;                //counter clockwise
            }
            else
            {
                isClockwise = true;                 //clockwise
            }

            init.spawnOneZombie(isEasy, isClockwise);
            Destroy(this.gameObject);
        }
    }
Ejemplo n.º 2
0
    void FixedUpdate()
    {
        if (isVisible)
        {
            halo.GetType().GetProperty("enabled").SetValue(halo, true, null);
        }
        else
        {
            halo.GetType().GetProperty("enabled").SetValue(halo, false, null);
        }

        //randomly change speed
        if (Time.time > speedChangeTime)
        {
            //randomly select between 2v and v/2
            currSpeed       = Random.Range((maxSpeed / 4.0f), maxSpeed);
            speedChangeTime = Time.time + speedChangeDelay;
        }

        //randomly change lane
        if (Random.value < laneChangeP && Time.time > laneChangeTime)
        {
            laneChangeTime = Time.time + laneChangeDelay;
            changeLane();
        }

        //randomly change direction
        if (Random.value < directionChangeP && Time.time > directionChangeTime)
        {
            directionChangeTime = Time.time + directionChangeDelay;
            //switching direction
            int t = iEnd;
            iEnd   = iStart;
            iStart = t;
            Vector3 v = end;
            end   = start;
            start = v;

            direction = -direction;
        }

        //handle zombie stopping randomly
        if (Random.value < stopP && Time.time > stopTime)
        {
            //zombie randomely stops
            stopDuration = Random.Range(0.5f, 3.0f);
            stopTime     = Time.time + stopDelay + stopDuration;
            currState    = State.Halted;
            halted();
        }
        else if (Time.time < stopTime - stopDelay)
        {
            //we still in stop delay, we halt
            currState = State.Halted;
            halted();
        }
        else
        {
            float d = distZombieAhead();
            if (d > slowingDist)
            {
                currState = State.Walking;
            }
            else if (d > stopDist)
            {
                currState = State.Decelerating;
            }
            else
            {
                currState = State.Halted;
            }

            //execute appropriate state
            if (Time.time > laneChangeTime)
            {
                laneChangeTime = Time.time + laneChangeDelay;

                if (currState == State.Walking)
                {
                    walking();
                }
                else if (currState == State.Decelerating)
                {
                    changeLane();
                }
                else
                {
                    changeLane();
                }
            }
            else
            {
                if (currState == State.Walking)
                {
                    walking();
                }
                else if (currState == State.Decelerating)
                {
                    decelerating(d);
                }
                else
                {
                    halted();
                }
            }
        }

        //handle rare weird cases where zombie leaves map
        if ((transform.position.x > 33 || transform.position.x < 0) || (transform.position.z > 21 || transform.position.z < 0))
        {
            InitializerScript.zombies.Remove(this);
            bool isClockwise = false;
            if ((iStart == 0 && iEnd == 3) || (iStart == iEnd + 1))
            {
                isClockwise = false;                //counter clockwise
            }
            else
            {
                isClockwise = true;                 //clockwise
            }

            init.spawnOneZombie(isEasy, isClockwise);
            Destroy(this.gameObject);
        }
    }