Exemple #1
0
        private void GoToHive(float dt)
        {
            Vector3 position = transform.position;

            position = Vector3.MoveTowards(position, _hive.transform.position, PollenBehaviorData.GoToHiveSpeed * dt);
            Movement2D.Teleport(position);
        }
Exemple #2
0
        private void FollowPlayer(float dt)
        {
            Vector3 position = transform.position;

            position = Vector3.MoveTowards(position, _followPlayer.PollenTarget.position, PollenBehaviorData.FollowPlayerSpeed * dt);
            Movement2D.Teleport(position);
        }
        protected override void PhysicsUpdate(float dt)
        {
            if (!CanMove)
            {
                return;
            }

            if (!PlayerBehaviorData.AllowAirControl && IsFalling)
            {
                return;
            }

            Vector3 velocity = MoveDirection * PlayerBehaviorData.MoveSpeed;

            if (Movement2D.IsKinematic)
            {
                Movement2D.Teleport(Movement2D.Position + velocity * dt);
            }
            else
            {
                velocity.y          = Movement2D.Velocity.y;
                Movement2D.Velocity = velocity;
            }

            base.PhysicsUpdate(dt);
        }
Exemple #4
0
        public override void OnSpawn(SpawnPoint spawnpoint)
        {
            base.OnSpawn(spawnpoint);

            WaspSpawnPoint waspSpawnPoint = spawnpoint.GetComponent <WaspSpawnPoint>();

            _armorToAttack = waspSpawnPoint.ArmorToAttack;

            _splineYOffset = PartyParrotManager.Instance.Random.NextSingle(-waspSpawnPoint.Offset, waspSpawnPoint.Offset);

            // init our spline state
            _spline         = waspSpawnPoint.GetComponent <BezierSpline>();
            _splineLength   = _spline.EstimatedLength();
            _splinePosition = 0.0f;

            // teleport to our starting position
            // setting the behavior's Position doesn't seem to immediately warp
            // so falling back on just forcing the transform position to move :(
            Vector3 targetPosition = _spline.GetPoint(0.0f);

            targetPosition.y += _splineYOffset;
            Movement2D.Teleport(targetPosition);

            if (null != AnimationHelper)
            {
                AnimationHelper.SetFacing(Vector3.zero - transform.position);
            }

            SetState(WaspState.FollowingSpline);
        }
Exemple #5
0
        private void Float(float dt)
        {
            // recycle if we're off the screen
            Vector3 position = transform.position;

            if (position.y - Pollen.Height / 2.0f > GameStateManager.Instance.GameManager.GameData.ViewportSize)
            {
                Pollen.Recycle();
                return;
            }

            position.y += PollenBehaviorData.FloatSpeed * dt;
            Movement2D.Teleport(position);
        }
Exemple #6
0
        protected override void PhysicsUpdate(float dt)
        {
            base.PhysicsUpdate(dt);

            if (!CanMove || WaspState.FollowingSpline != _state)
            {
                return;
            }

            _splinePosition += WaspBehaviorData.MoveSpeed * dt;

            float t = _splinePosition / _splineLength;

            Vector3 targetPosition = _spline.GetPoint(t);

            targetPosition.y += _splineYOffset;
            Movement2D.Teleport(targetPosition);
        }