// Update is called once per frame // LateUpdate is the same, but its called after the normal Update()-s, which means it will be after the EnemyScripts's Update, and that all the variables will be up-to-date void LateUpdate() { //get the vector data from the enemy handler dirToTarget = myHandler.GetDirToPlayer(); distToTarget = myHandler.GetDistToTarget(); //myHandler.GetTargetVectorData(ref dirToTarget, ref distToTarget); //if (distToTarget > distToStop && distToStart > distToTarget) { MoveInDir(dirToTarget); } }
// Update is called once per frame // LateUpdate is the same, but its called after the normal Update()-s, which means it will be after the EnemyScripts's Update, and that all the variables will be up-to-date void LateUpdate() { //get the vector data from the enemy handler dirToTarget = myHandler.GetDirToPlayer(); distToTarget = myHandler.GetDistToTarget(); //myHandler.GetTargetVectorData(ref dirToTarget, ref distToTarget); //if (distToTarget > distToStop && distToStart > distToTarget) { Vector3 oppositeDir = new Vector3(-1 * dirToTarget.x, -1 * dirToTarget.y, 0); MoveInDir(oppositeDir); } }
// Update is called once per frame void Update() { //get the vector data from the enemy handler dirToTarget = myHandler.GetDirToPlayer(); distToTarget = myHandler.GetDistToTarget(); //myHandler.GetTargetVectorData(ref dirToTarget, ref distToTarget); if (curCooldown > 0) { curCooldown -= Time.deltaTime; } else// if (distToTarget < distToAttack) { Attack(); curCooldown = cooldown; } }
// Update is called once per frame void Update() { //this is so when we get activated, theres a bit of time before the enemies start attacking if (!isAwake) { timePassed += Time.deltaTime; if (timePassed >= timeToWakeUp) { WakeUp(); } if (!isAwake) { return; //if we still arent awake, do nothing } } distToPlayer = myHandler.GetDistToTarget(); DecideState(); }