void Update() { if (transform.position.y < -200) { respawn.Respawn(); } if (enemyFound == false) { enemyInRange = false; } aiVision(); /* * need hovermode somewhere here */ //searches for a nearby weapon if (!enemyFound && !hasWeapon) { findWeapon(); } //chases an enemy that is in range so that the AI can use the weapon if (enemyFound && !enemyInRange && hasWeapon) { chase(); } //uses weapon on target if (enemyFound && enemyInRange && hasWeapon) { //useWeapon(); } if (!enemyFound && hasWeapon) { findEnemy(); if (Vector3.Distance(currNode.transform.position, transform.position) < nodeArr.Length) { nodeNum++; if (nodeNum > nodeArr.Length - 1) { nodeNum = 0; } currNode = nodeArr[nodeNum]; atNode = nodeNum; } } }
void Update() { if (transform.position.y < -200) { kartStatus.Respawn(); } if (Input.GetButtonDown(buttonFire)) { ItemsController.UseItem(); } if (kartStatus.GetKartMode() == KartMode.Kart) { GeomController.SpinWheels(Colliders.FR.rpm / 60 * 360 * Time.deltaTime); GeomController.TurnFrontWheels(Colliders.FL.steerAngle, Colliders.FR.steerAngle); } if (rigidbody.velocity == Vector3.zero) { rigidbody.angularVelocity = Vector3.zero; } }