Ejemplo n.º 1
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (moveTime <= 0)
        {
            moveTime      = Random.Range(0.5f, 1f);
            moveDirection = Random.Range(-0.4f, 0.4f);
        }
        else
        {
            moveTime -= Time.deltaTime;
            if (entityData.grounded == true)
            {
                movementController.Move(rb, moveDirection, entityData.speed);
            }
            else
            {
                movementController.AirMove(rb, moveDirection, entityData.speed);
            }
        }

        if (moveDirection > 0)
        {
            enemy.transform.localScale = new Vector3(1, 1, 1);
        }
        else if (moveDirection < 0)
        {
            enemy.transform.localScale = new Vector3(-1, 1, 1);
        }
    }
Ejemplo n.º 2
0
    private void PlayerMovementCheck()
    {
        if (!canMove)
        {
            return;
        }

        //Grounded movement
        if (grounded == true)
        {
            movementController.Move(rb, moveDirection.x, moveSpeed);
            return;
        }
        //Air movement
        movementController.AirMove(rb, moveDirection.x, moveSpeed);
    }