Example #1
0
    //Where the Guard Frog counts down to see if you're within range for long enough.
    void UpdateTimers()
    {
        //I wrote the AwarenessScript script. It controls the bar timer that goes up next to the guard enemy
        //If you're not in range, count down. otherwise he's seen you
        if (shouldBeCountingDown)
        {
            timeUntilTurnAround -= Time.deltaTime;
        }
        else
        {
            m_Animator.SetBool("HasSeenYou", true);
        }
        //Permanently counting down to when he should turn around.
        if (timeUntilTurnAround <= 0)
        {
            timeUntilTurnAround = walkDistance;
            if (turnAround)
            {
                m_SpriteRenderer.flipX = false;
                m_Animator.SetBool("IsRight", true);

                turnAround = false;
            }
            else
            {
                m_SpriteRenderer.flipX = true;
                m_Animator.SetBool("IsRight", false);
                turnAround = true;
            }
        }

        //if he notices you, call this every frame.
        if (!sliderDown)                //Method i created that moves the awareness slider up next to the frog
        {
            affectSlider.Notice(Time.deltaTime);
        }
        else
        {
            //Otherwise, OutOfRange is a method i created that moves the awareness slider down.
            //it has a minimum amount, so is always bottoming out unless he notices you.
            affectSlider.OutOfRange(Time.deltaTime);
        }

        //used for the spitter enemy projectiles, not us
    }
Example #2
0
    //Where the Guard Frog counts down to see if you're within range for long enough.
    void UpdateTimers()
    {
        //I wrote the AwarenessScript script. It controls the bar timer that goes up next to the guard enemy
        //If you're not in range, count down. otherwise he's seen you


        //Might need this one
        //m_Animator.SetBool ("HasSeenYou", true);
        //Permanently counting down to when he should turn around.

        //if he notices you, call this every frame.
        if (!sliderDown)                //Method i created that moves the awareness slider up next to the frog
        {
            affectSlider.Notice(Time.deltaTime);
        }
        else
        {
            //Otherwise, OutOfRange is a method i created that moves the awareness slider down.
            //it has a minimum amount, so is always bottoming out unless he notices you.
            affectSlider.OutOfRange(Time.deltaTime);
        }

        //used for the spitter enemy projectiles, not us
    }