Exemple #1
0
    public override void Update()
    {
        _controller.timer -= Time.deltaTime;

        if (_controller.timer <= 0)
        {
            if (shootcount < shotBeforeAttack)
            {
                ShootRoutine();
            }
            else
            {
                _controller.TransitionTo <AttackState>();
            }
        }


        if (_controller.collisions.above || _controller.collisions.below)
        {
            _controller.Velocity.y = 0;
        }

        _controller.Velocity.y += _controller.Gravity * Time.deltaTime;
        _controller.Move(_controller.Velocity * Time.deltaTime);

        TransitionToAttack();
    }
Exemple #2
0
 // Update is called once per frame
 public override void Update()
 {
     _controller.manager.bodyRender.sprite = _controller.manager.bossSprites[2];
     if (_controller.collisions.above || _controller.collisions.below)
     {
         _controller.Velocity.y    = 0;
         _controller.collisionMask = 0;
         _controller.gameObject.GetComponent <Collider2D>().isTrigger = false;
         _controller.Gravity = 0;
     }
     _controller.Velocity.y += _controller.Gravity * Time.deltaTime;
     _controller.Move(_controller.Velocity * Time.deltaTime);
 }
Exemple #3
0
    public override void Update()
    {
        if (_controller.collisions.above || _controller.collisions.below)
        {
            _controller.Velocity.y = 0;
        }

        if (_isAttacking)
        {
            UpdateAttackMovement();
        }
        else
        {
            UpdateRedrawMovement();
        }

        _controller.Velocity.y += _controller.Gravity * Time.deltaTime;
        _controller.Move(_controller.Velocity * Time.deltaTime);
    }
 public override void Update()
 {
     MovetoPosition();
     _controller.Move(_controller.Velocity * Time.deltaTime);
     _controller.manager.bodyRender.sprite = _controller.manager.bossSprites[1];
 }