public override void ReturnToPools() { base.ReturnToPools(); PoolExtension.SetPool(EnemyEnums.GetPoolEnemy(_VirusEnemyId), transform); direction_left_right = DirectionEnums.DirectionId.None; direction_up_down = DirectionEnums.DirectionId.None; }
public override void IUpdate() { if (!IsUpdate) { return; } if (!IsActiveHit) { IsActiveHit = GameManager.Instance.IsActiveGetHit(position.y); } speed_moving = Time.deltaTime * target_speed_moving; switch (direction_up_down) { case DirectionEnums.DirectionId.Up: position.y += speed_moving; break; case DirectionEnums.DirectionId.Down: position.y -= speed_moving; break; } switch (direction_left_right) { case DirectionEnums.DirectionId.Left: position.x -= speed_moving; if (GameManager.Instance.IsOutSiteLeft(position.x)) { direction_left_right = DirectionEnums.DirectionId.Right; } break; case DirectionEnums.DirectionId.Right: position.x += speed_moving; if (GameManager.Instance.IsOutSiteRight(position.x)) { direction_left_right = DirectionEnums.DirectionId.Left; } break; } IsRenderer = true; }
public void RefreshDirection() { DirectionId = DirectionEnums.DirectionId.None; var limit_x_left = EnemyManager.Instance.GetLimitXLeftInstanceEnemy(); var limit_x_right = EnemyManager.Instance.GetLimitYRightInstanceEnemy(); if (position.x < limit_x_left) { DirectionId = DirectionEnums.DirectionId.Right; } if (position.x > limit_x_right) { DirectionId = DirectionEnums.DirectionId.Left; } }
private void RefreshDirectionUpDown() { switch (direction_up_down) { case DirectionEnums.DirectionId.None: direction_up_down = DirectionEnums.DirectionId.Down; break; case DirectionEnums.DirectionId.Down: direction_up_down = DirectionEnums.DirectionId.Up; break; case DirectionEnums.DirectionId.Up: direction_up_down = DirectionEnums.DirectionId.Down; break; } }
private void RefreshDirectionLeftRight() { switch (direction_left_right) { case DirectionEnums.DirectionId.None: var random_value = Random.Range(0, 3); switch (random_value) { case 0: direction_left_right = DirectionEnums.DirectionId.None; break; case 1: direction_left_right = DirectionEnums.DirectionId.Left; break; case 2: direction_left_right = DirectionEnums.DirectionId.Right; break; default: direction_left_right = DirectionEnums.DirectionId.None; break; } break; case DirectionEnums.DirectionId.Left: direction_left_right = DirectionEnums.DirectionId.Right; break; case DirectionEnums.DirectionId.Right: direction_left_right = DirectionEnums.DirectionId.Left; break; } }