Example #1
0
        public override void Update(EnemyController_FSM enemy)
        {
            Patrol(enemy);

            if (Vector3.Distance(enemy.transform.position, enemy.PlayerPosition.position) <= enemy.patrolRadius)
            {
                states = EnemyStates.Chase;
                enemy.TransitionToState(enemy.chaseState);
            }
        }
        public override void Update(EnemyController_FSM enemy)
        {
            enemy.AI.isStopped = true;
            enemy.AI.velocity  = Vector3.zero;
            enemy.anim.SetBool(TagManager.Run, false);
            enemy.AI.speed = 0;

            currentTime += Time.deltaTime;

            if (currentTime >= enemy.waitBeforeAttack)
            {
                currentTime = 0;
                PlayRandomAttack(enemy);
            }

            if (Vector3.Distance(enemy.transform.position, enemy.PlayerPosition.position) > enemy.attackRadius)
            {
                enemy.TransitionToState(enemy.chaseState);
            }
        }
Example #3
0
        public override void Update(EnemyController_FSM enemy)
        {
            enemy.AI.SetDestination(enemy.PlayerPosition.position);
            enemy.AI.speed     = enemy.chaseSpeed;
            enemy.AI.isStopped = false;

            if (enemy.AI.velocity.sqrMagnitude > 0)
            {
                enemy.anim.SetBool(TagManager.Run, true);
            }
            else
            {
                enemy.anim.SetBool(TagManager.Run, false);
            }

            if (Vector3.Distance(enemy.transform.position, enemy.PlayerPosition.position) <= enemy.attackRadius)
            {
                states = EnemyStates.Attack;
                enemy.TransitionToState(enemy.attackState);
            }
        }