// Update is called once per frame void Update() { timeSinceLastAttack += Time.deltaTime; CalculateDistance(); //Animations here if (hp.getHP() > 0) { PointTowardsPlayer(); if (playerDistance < aggroDistance && notHit && playerDistance > attackRange) { FollowPlayer(); } else if (notHit) { moveX = 0; } if (playerDistance < attackRange && attackSpeed <= timeSinceLastAttack) { Shoot(); } } if (hp.getHit() == true) { Hit(); hp.hitReceived(); } if (hp.getHP() <= 0) { moveX = 0; ani.SetBool("Death", true); } }
// Update is called once per frame void Update() { //updating animation variables not including triggers animator.SetBool("IsGrounded", IsGrounded()); animator.SetFloat("VelocityY", rb.velocity.y); //end of animaton variables if (IsGrounded() && !isAttacking && (Mathf.Abs(player.position.x - this.transform.position.x)) < aggroDistance && hp.getHP() > 0) { StartCoroutine(Attack()); isAttacking = true; } if (hp.getHit() == true && hp.getHP() > 0) { animator.SetTrigger("Hit"); hp.hitReceived(); } if (hp.getHP() <= 0) { animator.SetBool("Death", true); //freeze position and dont interact with collisions if (IsGrounded()) { rb.constraints = RigidbodyConstraints2D.FreezeAll; col.enabled = false; } //GameObject.Destroy(this.gameObject); } }
// Update is called once per frame void Update() { //Timer for after the Guardians last attack, needed so the enemy cant just spam hit the Player. timeAfterLastAttack += Time.deltaTime; //Calculates the distance to teh Player to set up next move. CalculateDistance(); if (hp.getHP() > 0) { if (playerDistanceFrom < engageRange && notHit && playerDistanceFrom > attackRange) { FollowPlayer(); } else if (notHit) { moveXaxis = 0; } if (playerDistanceFrom < attackRange && attackSpeed <= timeAfterLastAttack) { Hit(); } } if (hp.getHit() == true) { hp.hitRecived(); } }
// Update is called once per frame void Update() { timeSinceLastAttack += Time.deltaTime; CalculateDistance(); Animations(); if (playerDistance < agroDistance && notHit && hp.getHP() > 0 && playerDistance > dontMoveDistance) { FollowPlayer(); } else if (notHit) { moveX = 0; } if (playerDistance < attackDistance && attackSpeed <= timeSinceLastAttack && hp.getHP() > 0) { Stab(); } if (hp.getHit() == true) { Hit(); hp.hitReceived(); } }