// Update is called once per frame void Update() { movingEntity.SetDirection(direction); if (movementRate > 0 && Time.fixedTime - timeSinceLastMove > 60 / movementRate + randTime) { randTime = Random.Range(-20 / movementRate, 20 / movementRate); goingTo = GetComponentInParent <SpawnZone>().GeneratePosition(); SpawnZone a = GetComponentInParent <SpawnZone>(); if (a == null) { Debug.Log("probl"); } direction = (goingTo - transform.parent.position).normalized; timeSinceLastMove = Time.fixedTime; } if (Vector3.Dot((goingTo - transform.parent.position), direction) <= 0) { direction = Vector3.zero; } }
// Update is called once per frame void Update() { if (playerCollider == null) { playerCollider = GameHandler.instance.player.GetComponentInParent <Collider2D>(); } FightingUpdate(); Vector2 toPlayer = (Vector2)(playerTransform.position - transform.position); if (toPlayer.magnitude < VisionRange) { movingEntity.SetDirection(toPlayer.normalized); } if (!IsFlickering() && myCollider.IsTouching(attackCollider)) { HitSelf(playerBehavior.GetAttackDirection()); } else if (IsCanAttack() && myCollider.IsTouching(playerCollider)) { HitPlayer(toPlayer); } }
// Update is called once per frame void Update() { if (!GameHandler.instance.isPhysicsPaused) { direction = new Vector2(0, 0); if (Input.GetButton("Up")) { direction.y += 1; } if (Input.GetButton("Down")) { direction.y -= 1; } if (Input.GetButton("Right")) { direction.x += 1; } if (Input.GetButton("Left")) { direction.x -= 1; } //GUIHandler.instance.debugText.text = direction.ToString(); if (direction.magnitude > 1) { timeSinceDiagonal = Time.fixedTime; facingDirection = direction; } else if (direction.magnitude == 1 && Time.fixedTime - timeSinceDiagonal > switchTime) { facingDirection = direction; } movingEntity.SetDirection(direction); } }