Example #1
0
 private void Update()
 {
     transform.position = Vector3.MoveTowards(transform.position, Waypoints[CurrentWaypoint].position, speed*Time.deltaTime);
     if (Vector3.Distance(transform.position,Waypoints[CurrentWaypoint].position)<speed*Time.deltaTime)
     {
         CurrentWaypoint++;
         CurrentWaypoint = CurrentWaypoint % Waypoints.Count; //aritmetica modular vieja
         Rotator.turnTowards(Waypoints[CurrentWaypoint].position);
     }
     if (Time.time>AttackCD+LastAttack)
     {
         Debug.Log("entroCD");
         if (Mathf.Abs(Player.PlayerSingleton.ExactLeftOrRIght(DropSpot.transform.position.z))
             <Prescision )
         {
             Debug.Log("entrohorizontal" +
                 Mathf.Abs(Player.PlayerSingleton.ExactLeftOrRIght(DropSpot.transform.position.z)));
             if (Player.PlayerSingleton.UpOrDown(DropSpot.transform.position.y) == -1)
             {
                 Debug.Log("entroVertical");
                 LastAttack = Time.time;
                 Instantiate(Projectile, DropSpot.position, DropSpot.rotation);
             }
         }
     }
    
 }
Example #2
0
 private void Update()
 {
     if (LastPause < Time.time)
     {
         transform.position = Vector3.MoveTowards(transform.position, Waypoints[CurrentWaypoint].position, speed * Time.deltaTime);
     }
     if (Vector3.Distance(transform.position, Waypoints[CurrentWaypoint].position) < speed * Time.deltaTime)
     {
         transform.position = Waypoints[CurrentWaypoint].position;
         CurrentWaypoint--;
         if (CurrentWaypoint < 0)
         {
             CurrentWaypoint = Waypoints.Count - 1;
         }
         LastPause = Time.time + PauseTime;
         Rotator.turnTowards(Waypoints[CurrentWaypoint].position);
     }
 }