Example #1
0
	void FixedUpdate ()
	{
		switch (moveState) {
		case EMOVESTATE.None:
			break;

		case EMOVESTATE.MoveState:
			{
				if (mTarget == null) {
					ResetSlowDown();
					mTarget = ZhangYuControl.Me.gameObject;
				}

//			transform.position += transform.forward * movementSpeed * Time.deltaTime;
				Vector3 dir = mTarget.transform.position - transform.position;
				transform.position += dir.normalized * movementSpeed * Time.deltaTime;
				//mRigidbody.velocity = dir.normalized;

				mRigidbody.AddForce (-transform.up * Time.deltaTime * mGravitySpeed); 

			}
			break;

		case EMOVESTATE.FlyState:
			{
				Vector3 dir = transform.position - PlanetControl.Me.gameObject.transform.position;
				mRigidbody.AddForce (dir.normalized * Time.deltaTime * mFlySpeed); 

				mFlySpeed -= 50;
				if (mFlySpeed <= 0) {
					moveState = EMOVESTATE.None;
				}
			}
			break;

		case EMOVESTATE.StayState:
			{
				if (mStayTarget == null) {
					SetWake ();
					moveState = EMOVESTATE.MoveState;
				}
			}
			break;
		}
	}
Example #2
0
	public void FlyAway ()
	{
		moveState = EMOVESTATE.FlyState;
//		ClipSound.Me.Play ("xiaoren_hit");
	}
Example #3
0
	//for black hole
	void OnCollisionEnter (Collision collision)
	{
		if (!mStayTarget) 
			return;

		Collider col = collision.collider;
		if (null != col && null != col.gameObject) {
			if (LayerMask.LayerToName (col.gameObject.layer) == "WuQi") {
				SetSleep ();
				moveState = EMOVESTATE.StayState;
			}

		}
	}
Example #4
0
	private void Init ()
	{
		Vector3 dir = transform.position - PlanetControl.Me.gameObject.transform.position;
		transform.up = dir.normalized;

//		Messenger.AddListener<RaycastHit> (GameEventType.CameraRayCastHit, Die);
		Messenger.AddListener (GameEventType.SkillSlowDown, SlowDown);
		Messenger.AddListener (GameEventType.GameStartEvent, DestroyEnemy);

		moveState = EMOVESTATE.MoveState;
		mFlySpeed = Random.Range (flySpeedMin, flySpeedMax);
		mOrginalMovementSpeed = movementSpeed;

		mRigidbody = GetComponent<Rigidbody> ();
		mCollider = GetComponent<Collider> ();
	}