void Chase() { Vector2 enemyPos = this.transform.position; Vector2 playerPos = this.player.transform.position; if (Mathf.Abs(enemyPos.x - playerPos.x) > 0.15f) { this.dirX = Libraries_Formulas.ReturnDirection(enemyPos.x, playerPos.x); } else { this.dirX = 0; } if (Mathf.Abs(enemyPos.y - playerPos.y) > 0.15f) { this.dirY = Libraries_Formulas.ReturnDirection(enemyPos.y, playerPos.y); } else { this.dirY = 0; } }
void SnakeSpawn() { Vector2 initialPos = new Vector2(Random.Range((int)this.initialSize, (int)this.grid.GridSize.x - this.initialSize), Random.Range(this.initialSize, (int)this.grid.GridSize.y - this.initialSize)); Vector2 initialDirection; if (Random.Range(0, 2) == 0) { initialDirection = new Vector2(Libraries_Formulas.GetDirection((int)initialPos.x, (int)this.grid.GridSize.x / 2), 0); } else { initialDirection = new Vector2(0, Libraries_Formulas.GetDirection((int)initialPos.y, (int)this.grid.GridSize.y / 2)); } this.snake.Direction = this.snake.DirectionBuffer = initialDirection; this.snake.Position = initialPos; this.snake.AddPart(initialPos, true, initialDirection); for (int i = 1; i < this.initialSize; i++) { this.snake.AddPart(initialPos - initialDirection * i, false, initialDirection); } this.snake.SnakeFadeIn(); }