protected override void StateUpdate() { if (BehaviorState.Moving == state) { transform.position += Vector2ex.To3(Direction()); } }
protected override void StateUpdate() { if (BehaviorState.Attack == state) { if (PlayerTracking()) { GameObject player = GameObject.FindWithTag("Player"); Vector2 destDir = (Vector2ex.By3(player.transform.position) - Vector2ex.By3(transform.position)).normalized; float angle = Vector2.Angle(destDir, direction); if (angle <= weaponRotateSpeed * Time.deltaTime) { destDir = direction; weapon.WeaponFire(); } else { bool isRevClockwise = direction.x * destDir.y - direction.y * destDir.x >= 0; direction = Vector2ex.Rotate(direction, weaponRotateSpeed * Mathf.Deg2Rad * Time.deltaTime * (isRevClockwise ? 1 : -1)); } } else { SetStateIdle(); } } else if (BehaviorState.Moving == state) { transform.position += Vector2ex.To3(direction); } }
protected override void StateUpdate() { if (BehaviorState.Bike_riding == state) { if (PlayerTracking()) { if (Vector2.Distance(Vector2ex.By3(GameObject.FindWithTag("Player").transform.position), Vector2ex.By3(transform.position)) < 100) { SetState_BikeOut(); animator.SetTrigger("isBikeFinish"); } } //으아 길찾기 if (TimeEx.Cooldown(ref astar_cooldown) == 0) { astar_cooldown = 0.5f; if ((astar_lastSucceeded = astarPathFinder.경로검색(GameObject.FindWithTag("Player").transform.position)) == true) { List <Astar.최단경로노드> path = astarPathFinder.GetPath(); astar_index = 0; astar_dir = Vector2ex.By3(path[0].월드위치) - Vector2ex.By3(transform.position); astar_remainDist = astar_dir.magnitude; astar_dir /= astar_remainDist; } } if (astar_lastSucceeded) { float movement = bikeSpeed * Time.deltaTime; while (true) { if (astar_remainDist < movement) { transform.position += Vector2ex.To3(astar_dir) * astar_remainDist; movement -= astar_remainDist; List <Astar.최단경로노드> path = astarPathFinder.GetPath(); astar_index++; if (astar_index >= path.Count) { astar_cooldown = 0; break; } astar_dir = Vector2ex.By3(path[astar_index].월드위치) - Vector2ex.By3(transform.position); astar_remainDist = astar_dir.magnitude; astar_dir /= astar_remainDist; } else { transform.position += Vector2ex.To3(astar_dir) * movement; astar_remainDist -= movement; break; } } } lrFliper.In(astar_dir); } else if (BehaviorState.Bike_out == state) { float movement = bikeSpeed * Time.deltaTime; transform.position += Vector2ex.To3(astar_dir) * movement; } else if (BehaviorState.Attack_machinegun == state || BehaviorState.Attack_machinegun_prefire == state || BehaviorState.Attack_grenadelauncher == state) { if (PlayerTracking()) { GameObject player = GameObject.FindWithTag("Player"); Vector2 destDir = (Vector2ex.By3(player.transform.position) - Vector2ex.By3(transform.position)).normalized; float angle = Vector2.Angle(destDir, direction); if (angle <= weaponRotateSpeed * Time.deltaTime) { if (state == BehaviorState.Attack_grenadelauncher) { weapon_GrenadeLauncher.WeaponFire(); } else { weapon_MG.WeaponFire(); } direction = destDir; } else { bool isRevClockwise = direction.x * destDir.y - direction.y * destDir.x >= 0; direction = Vector2ex.Rotate(direction, weaponRotateSpeed * Mathf.Deg2Rad * Time.deltaTime * (isRevClockwise ? 1 : -1)); } } else { if (BehaviorState.Attack_machinegun == state) { stateTime -= 1; if (stateTime <= 0) { SetState_Idle(); } else { SetState_AttackMachinegun_Prefire(); } } } } else if (BehaviorState.Moving == state) { transform.position += Vector2ex.To3(direction); } }
protected virtual void Update() { transform.position += Vector2ex.To3(velocity * Time.deltaTime * direction); }