void Animate() { if (mAnimateTime < Time.time) { mAnimateTime = TimeBetweenFrames + Time.time; if (mMaterials == MaterialsGoblin.Walking1) { mMaterials = MaterialsGoblin.Walking2; if (mDirection == 1) renderer.material = Walking2Left; else renderer.material = Walking2Right; } else if (mMaterials == MaterialsGoblin.Walking2) { mMaterials = MaterialsGoblin.Walking3; if (mDirection == 1) renderer.material = Walking3Left; else renderer.material = Walking3Right; } else if (mMaterials == MaterialsGoblin.Walking3) { mMaterials = MaterialsGoblin.Walking4; if (mDirection == 1) renderer.material = Walking4Left; else renderer.material = Walking4Right; } else if (mMaterials == MaterialsGoblin.Walking4) { mMaterials = MaterialsGoblin.Walking5; if (mDirection == 1) renderer.material = Walking5Left; else renderer.material = Walking5Right; } else if (mMaterials == MaterialsGoblin.Walking5) { mMaterials = MaterialsGoblin.Walking1; if (mDirection == 1) renderer.material = Walking1Left; else renderer.material = Walking1Right; } else if (mMaterials == MaterialsGoblin.Standing) { if (mDirection == 1) renderer.material = StandingLeft; else renderer.material = StandingRight; } } }
// Use this for initialization void Start() { mMaterials = MaterialsGoblin.Walking1; life = MAXLIFE; }
// Update is called once per frame void Update() { isDead(); Animate(); if(mWalk) { Move(); } if(mChangeTime <= Time.time) { mChangeTime = IntervalChance + Time.time; mWalk = true; mMaterials = MaterialsGoblin.Walking1; Change(); } }
void Change() { float tRandomNumber = Random.Range(1, 100); if (tRandomNumber <= ChanceToStop) { mWalk = false; mMaterials = MaterialsGoblin.Standing; } tRandomNumber = Random.Range(1, 100); if (tRandomNumber <= ChanceToWalk) { } tRandomNumber = Random.Range(1, 100); if (tRandomNumber <= ChanceToTurnAround) { mDirection *= -1; } }