Example #1
0
    private void Update()
    {
        if (b_see_the_player)
        {
            /*if (f_current_time_to_shot >= 0)
             * {
             *  f_current_time_to_shot -= Time.deltaTime;
             * }
             * else if (f_current_time_to_shot < 0)
             * {
             *  Shot();
             * }*/

            Quaternion newRotation = Quaternion.LookRotation(Script_Player.Instance.transform.position - obj_guard_sign_of_view.position, Vector3.forward);
            LookAtSomething(newRotation, f_sign_of_view_rotation_speed_player_saw);
            anim_guard_animator.SetBool("IsAiming", true);
        }
        else
        {
            anim_guard_animator.SetBool("IsAiming", false);
            if (f_current_time_chase_player >= 0)
            {
                f_current_time_chase_player -= Time.deltaTime;
            }
            else if (f_current_time_chase_player < 0)
            {
                StopChasing();
            }

            float hDistance = Mathf.Abs(ai_path_component.GetNextPosition().x - transform.position.x);
            float vDistance = Mathf.Abs(ai_path_component.GetNextPosition().y - transform.position.y);

            if (vDistance >= hDistance)
            {
                if (transform.position.y > ai_path_component.GetNextPosition().y)
                {
                    guard_idle_direction = GuardBaseDirection.Up;
                    SetGuardDirection();
                    anim_guard_animator.SetFloat("VMove", 1);
                    //Debug.Log("GO UP");
                }
                else if (transform.position.y < ai_path_component.GetNextPosition().y)
                {
                    guard_idle_direction = GuardBaseDirection.Down;
                    SetGuardDirection();
                    anim_guard_animator.SetFloat("VMove", -1);
                    //Debug.Log("GO DOWN");
                }


                anim_guard_animator.SetFloat("HMove", 0);
            }
            else
            {
                if (transform.position.x > ai_path_component.GetNextPosition().x)
                {
                    guard_idle_direction = GuardBaseDirection.Right;
                    SetGuardDirection();
                    anim_guard_animator.SetFloat("HMove", 1);
                    // Debug.Log("GO right");
                }
                else if (transform.position.x < ai_path_component.GetNextPosition().x)
                {
                    guard_idle_direction = GuardBaseDirection.Left;
                    SetGuardDirection();
                    anim_guard_animator.SetFloat("HMove", -1);
                    //Debug.Log("GO left");
                }


                anim_guard_animator.SetFloat("VMove", 0);
            }
        }
    }