private void Update() { timeSinceLastAttack += Time.deltaTime; if (target != null) { if (target.IsDead() == false) { float distance = Vector3.Distance(transform.position, target.transform.position); if (distance > currentWeaponConfig.GetWeaponRange()) { animator.SetTrigger("stopAttack"); mover.MoveTo(target.transform.position, 1f); } else { mover.Cancel(); AttackBehavior(); } } } }
public bool GetIsInRange(Transform targetTransform) { return(Vector3.Distance(transform.position, targetTransform.transform.position) < currentWeaponConfig.GetWeaponRange()); }
/// <summary> /// Checks if the character is within the range of their currently equiped weapon /// </summary> /// <param name="targetTransform"></param> /// <returns></returns> private bool InWeaponRange(Transform targetTransform) { return(Vector3.Distance(this.transform.position, targetTransform.position) <= m_currentWeaponConfig.GetWeaponRange()); }
private bool GetIsInRange() { return(Vector3.Distance(transform.position, _target.transform.position) <= currentWeaponConfig.GetWeaponRange()); }
private bool GetIsInRange(Transform targetTransform) { //true if our position is less than weapon range return(Vector3.Distance(transform.position, targetTransform.transform.position) < currentWeaponConfig.GetWeaponRange()); }
private void GetWeaponStats(WeaponConfig weapon) { baseDamage = weapon.GetWeaponDamage(); baseRange = weapon.GetWeaponRange(); }