public override void Update(EnemyController controller) { /* * for (int i = 0; i < controller.Handler.GetPlayerList.Count; i++) * { * PlayerController player = controller.Handler.GetPlayerList [i]; * if (Vector3.Distance (player.GetPostion, controller.GetEnemyPosition) < 30f) * { * if (controller.TargetPlayer == null) * { * controller.TargetPlayer = player; * controller.AggroMeterUpdate (player.GetPlayerID, 2); * } * * Vector3 direction = player.GetPostion - controller.GetEnemyPosition; * direction.y = 0; * controller.transform.rotation = Quaternion.Slerp (controller.transform.rotation, Quaternion.LookRotation (direction), 0.1f); * DelayToPursuit (controller); * } * }*/ if (controller.TargetPlayer == null) { controller.CheckAggro(); } Vector3 direction = controller.TargetPlayer.GetPostion - controller.GetEnemyPosition; direction.y = 0; controller.transform.rotation = Quaternion.Slerp(controller.transform.rotation, Quaternion.LookRotation(direction), 0.1f); DelayToPursuit(controller); }
public override void Start(EnemyController controller) { isSwitchingState = false; controller.Anim.SetBool(EnemyAnimParam.ATTACK, false); controller.Anim.SetBool(EnemyAnimParam.FLINCH, false); controller.Anim.SetBool(EnemyAnimParam.MOVE, false); controller.Anim.SetBool(EnemyAnimParam.DEATH, false); controller.CheckAggro(); }