Exemple #1
0
    // Update is called once per frame
    public override void Update()
    {
        switch (currentGasState)
        {
        case GasStates.LookingforCorpse:
            if (currentEnemy == null)
            {
                currentEnemy = GameController.Instance.GetRandomDead();
            }
            if (GameController.CorpseCount < 1)
            {
                currentGasState = GasStates.Eat;
            }
            if (currentEnemy != null)
            {
                myCountPath.FindPath(transform, currentEnemy.transform.position);
            }
            if (isDead)
            {
                GameController.CorpseCount++;
                myRenderer.sprite = unitDataBase.unitDeadSprites[sprite];
                myCountPath.StopMovement();
                GameController.Instance.deadEnemies.Add(new DeadEnemy(this));
                isDead          = true;
                currentGasState = GasStates.Dead;
            }
            break;

        case GasStates.CarringCorpse:
            if (bodyDropOff == null)
            {
                bodyDropOff = GameController.Instance.BodyDropOff();
            }
            myCountPath.FindPath(transform, bodyDropOff.transform.position);

            break;

        case GasStates.Eat:
            if (food == null)
            {
                food = GameController.Instance.GetFood();
            }
            myCountPath.FindPath(transform, food.transform.position);
            if (GameController.CorpseCount > 3)
            {
                currentGasState = GasStates.LookingforCorpse;
            }
            break;

        case GasStates.Dead:

            break;
        }
    }
Exemple #2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        //EnemyController enemy;
        if (currentEnemy != null && (currentEnemy == other.GetComponent <EnemyController>()) && currentEnemy.infected && currentGasState == GasStates.LookingforCorpse)
        {
            currentGasState   = GasStates.CarringCorpse;
            myRenderer.sprite = unitDataBase.carringThing.GetCarringSprite(sprite, currentEnemy.sprite);

            currentEnemy.gameObject.SetActive(false);
            currentEnemy = null;
        }
        else if (other.GetComponent <BodyDropOff>())
        {
            bodyDropOff = null;
            GameController.CorpseCount--;
            currentGasState = GasStates.LookingforCorpse;
            GetSprite();
        }
    }