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(); }
// 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); }
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]; }