// Update is called once per frame void Update() { ClearAllLights(); LightDirection(); bool isPlayerTurn = scrGM.GetIsPlayerTurn(); if (isPlayerTurn == false) { float step = moveSpeed * Time.deltaTime; gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, goalPos, step); if (moveCurrent == 0 && gameObject.transform.position == goalPos) { scrGM.SetIsPlayerTurn(true); moveCurrent = moveMax; } if (gameObject.transform.position == goalPos && isGoing == true && pathNumber < path.Length - 1) { pathNumber++; goalPos = path[pathNumber]; moveCurrent--; if (pathNumber == path.Length - 1) { isGoing = false; } } else if (gameObject.transform.position == goalPos && isGoing == false && pathNumber > 0) { pathNumber--; goalPos = path[pathNumber]; moveCurrent--; if (pathNumber == 0) { isGoing = true; } } } }
// Use this for initialization void Start() { scrGM = GameObject.Find("GameManager").GetComponent <ScrGameManager>(); // Player startPosPlayer = new Vector3(-8, -4, 0); instancePlayer = Instantiate(player); instancePlayer.transform.position = startPosPlayer; // Ennemy startPosEnnemy1 = new Vector3(6, 2, 0); instanceEnnemy1 = Instantiate(ennemy1); instanceEnnemy1.transform.position = startPosEnnemy1; // Ennemy Path pathEnnemy1 = new Vector3[] { startPosEnnemy1, new Vector3(6, 1, 0), new Vector3(5, 1, 0), new Vector3(4, 1, 0), new Vector3(4, 0, 0), new Vector3(3, 0, 0), new Vector3(2, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(-1, 0, 0), new Vector3(-2, 0, 0), new Vector3(-3, 0, 0), new Vector3(-4, 0, 0), new Vector3(-5, 0, 0), }; instanceEnnemy1.GetComponent <ScrEnnemyMoves>().SetPath(pathEnnemy1); scrGM.SetIsPlayerTurn(true); }
// Update is called once per frame void Update() { bool isPlayerTurn = scrGM.GetIsPlayerTurn(); if (isPlayerTurn == true) { float step = moveSpeed * Time.deltaTime; gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, goalPos, step); if (moveCurrent > 0) { if (canPressButton == true) { if (isItFirstAppearance == true) { CheckMoveDirectionAllowed(); isItFirstAppearance = false; } if (Input.GetKeyDown("up") && isMoveUpAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("down") && isMoveDownAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y - 1, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("left") && isMoveLeftAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x - 1, gameObject.transform.position.y, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("right") && isMoveRightAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x + 1, gameObject.transform.position.y, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } } if (gameObject.transform.position == goalPos) { CheckMoveDirectionAllowed(); canPressButton = true; } } else if (moveCurrent == 0 && gameObject.transform.position == goalPos) { scrGM.SetIsPlayerTurn(false); moveCurrent = moveMax; } } }