Example #1
0
 private void Update()
 {
     if (timer > 0)
     {
         timer -= Time.deltaTime;
         if (Mathf.Approximately(transform.position.x, player.transform.position.x))
         {
             follow.HardStop();
         }
         else
         {
             follow.MoveTowards(-new Vector2(transform.position.x, 0) + new Vector2(player.transform.position.x, 0));
         }
     }
     else if (!shot)
     {
         shot = true;
         follow.HardStop();
         anim.SetBool("Laser", true);
         lr.enabled         = true;
         lr.widthMultiplier = 1f;
         lr.SetPosition(0, shootingPoint.position);
         lr.SetPosition(1, new Vector2(shootingPoint.position.x, -100));
     }
     else if (check)
     {
         CheckCollisions();
     }
 }
Example #2
0
    private void Update()
    {
        Vector3 dir = GameManager.instance.player.transform.position - transform.position;

        if (dir.magnitude > minDistance)
        {
            follow.MoveTowards(dir);
        }
    }
 public override void Sight(RaycastHit2D sight)
 {
     base.Sight(sight);
     if (state == EnemyState.Idle && playerDetected && Vector2.Distance(player.transform.position, transform.position) < minDistance)
     {
         anim.SetTrigger("Chase");
         state     = EnemyState.Chasing;
         playerPos = GameManager.instance.player.transform.position;
         follow.MoveTowards((playerPos - transform.position).normalized);
     }
 }
Example #4
0
 /// <summary>
 /// Se mueve en una dirección aleatoria y actualiza el cooldown
 /// </summary>
 void Update()
 {
     if (changeDirectionCooldown <= 0)
     {
         follow.MoveTowards(CalculateDirection());
         changeDirectionCooldown = changeDirectionEvery;
     }
     else
     {
         changeDirectionCooldown -= Time.deltaTime;
     }
 }
    /// <summary>
    /// Dependiendo del estado, se mueve hacia el jugador o aleatoriamente
    /// </summary>
    private void Update()
    {
        switch (state)
        {
        case EnemyState.Chasing:
            moveRandom.enabled = false;
            followDirection.MoveTowards((player.transform.position - transform.position).normalized);
            break;

        case EnemyState.Idle:
            moveRandom.enabled = true;
            break;
        }
    }
Example #6
0
    public void Move()
    {
        Vector3 dir = (player.transform.position - transform.position).normalized;

        follow.MoveTowards(dir);
        if (dir.x > 0)
        {
            GetComponent <SpriteRenderer>().flipX = true;
        }
        else
        {
            GetComponent <SpriteRenderer>().flipX = false;
        }
    }
Example #7
0
    /// <summary>
    /// Dependiendo del estado en el que esté, acualiza su comportamiento
    /// </summary>
    private void Update()
    {
        switch (state)
        {
        case EnemyState.Fleeing:
            followDirection.MoveTowards((transform.position - player.transform.position).normalized);
            break;

        case EnemyState.Shooting:
            shooting.Cooldown();
            shooting.Shoot();
            break;
        }

        anim.SetFloat("Velocity", rb.velocity.magnitude);
    }
Example #8
0
 void Update()
 {
     if (Amigo != null)
     {
         if (Vector2.Distance(FollowPoint.position, transform.position) > 0.1f)
         {
             follow.MoveTowards(FollowPoint.position - transform.position);
         }
         else
         {
             follow.HardStop();
         }
     }
     else
     {
         dronAss.enabled = true;
         this.enabled    = false;
     }
 }
    /// <summary>
    /// Si está en fleeing, se mueve contrario al jugador, si no, se mueve hacia él
    /// Actualiza el tiempo de melee
    /// Dispara
    /// </summary>
    private void Update()
    {
        if (!stunned)
        {
            switch (state)
            {
            case EnemyState.Fleeing:
                moveDir = (transform.position - player.transform.position).normalized;
                break;

            case EnemyState.Chasing:
                moveDir = (player.transform.position - transform.position).normalized;
                break;

            case EnemyState.Idle:
                follow.Stop();
                break;
            }
            //Se suma avoidDir para hacer un movimiento compuesto
            moveDir += avoidDir;
            if (moveDir.magnitude > 0)
            {
                follow.MoveTowards(moveDir);
            }
            else
            {
                follow.Stop();
            }

            moveDir  = Vector2.zero;
            avoidDir = Vector2.zero;

            Cooldown(ref meleeTimer);

            shooting.Cooldown();
            shooting.Shoot();
        }
        else
        {
            follow.Stop();
        }
    }
 private void Update()
 {
     follow.MoveTowards(player.position - transform.position);
 }