// Update is called once per frame void Update() { activeState.StateUpdate(); foreach (var bot in GameManager.Instance.botsList) { if (Vector3.Distance(bot.transform.position, transform.position) < 100) { Range = Vector3.Distance(bot.transform.position, transform.position); } } }
// Update is called once per frame void Update() { // needs sorting out // need to see if roam state and then get closest enemy. // Run state specific code if (activeState != null) { activeState.StateUpdate(); } // try changeing this to a list in a game manger class that keeps track of bots // bots can notify game manager of death. // need a way for each bot to register a kill. // maybe by accessing the health variable of the hit collider in shoot. foreach (GameObject go in GameManager.Instance.botsList) { if (go != null && AmmoAmount > 0) { // Check distance to enemy. if (Vector3.Distance(transform.position, go.transform.position) < 50.0f) { // Check angle to enemy. //Debug.DrawLine(transform.position, go.transform.position, Color.red, 0.5f); Vector3 targetDir = go.transform.position - transform.position; Vector3 forward = transform.forward; float angle = Vector3.Angle(targetDir, forward); if (angle < 20.0F) { //Debug.Log("Enemy Sighted " + this.name); enemySighted = true; enemy = go.transform; activeState.enabled = false; ss.enabled = true; activeState = ss; } } } } if (enemy != null) { if (enemy.gameObject.activeSelf == false) { enemySighted = false; activeState.enabled = false; rs.enabled = true; activeState = rs; } } }
// Update is called once per frame private void Update() { mainCam = GameObject.FindWithTag("MainCamera"); //Finds camera in Scene and assigns it to mainCam if (IActiveState != null) { IActiveState.StateUpdate(); } enemyCountCurrentWave = GameObject.FindWithTag("Player").GetComponent <PlayerCombat>().targets.Length; if (Input.GetButtonDown("Pause")) { UI[2].SetActive(true); } if (enemiesToKill == 0) { playerVictory = true; } }
// Update is called once per frame public virtual void Update() { activeState.StateUpdate(); }
// Update is called once per frame void Update() { activeState.StateUpdate(); }