private void Update() { if (health.IsDead()) { return; } if (personality != null) { personality.Update(); } //Enable diagnostic if (Input.GetMouseButtonDown(2)) { // if left button pressed... Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (!hit.collider.gameObject.tag.Equals("Enemy")) { Diagnostic.Instance.SetEnabled(false); } if (hit.collider.gameObject == this.gameObject) { Diagnostic.Instance.SetEnabled(true); Diagnostic.Instance.setReference(this.gameObject); } } } Diagnostic.Instance.UpdateAmmo(this.gameObject, rifle.Ammo); }
protected override void updateMovement() { if (Crystals == null) { init(); } Personality.Update(); }
protected override void updateMovement() { List <Sprite> targets = (This.Game.CurrentLevel as FrostbyteLevel).allies; Sprite target = GetClosestTarget(targets, 600f); if (target != null) { Personality.Update(); } }
protected override void updateMovement() { List <Sprite> targets = (This.Game.CurrentLevel as FrostbyteLevel).allies; Sprite target = GetClosestTarget(targets, float.MaxValue); if (target != null) { float attackRadius = ((target.GetCollision()[0] as Collision_BoundingCircle).Radius + (this.GetCollision()[0] as Collision_BoundingCircle).Radius) * .92f; if (Vector2.DistanceSquared(target.GroundPos, this.GroundPos) > attackRadius * attackRadius) { Personality.Update(); } } }
protected override void updateMovement() { List <Sprite> targets = (This.Game.CurrentLevel as FrostbyteLevel).allies; Sprite target = GetClosestTarget(targets, float.MaxValue); if (target != null && target.GetCollision().Count > 0 && GetCollision().Count > 0) { float theirRad = (target.GetCollision().FirstOrDefault() as Collision_BoundingCircle).Radius; float rad = (target.GetCollision().FirstOrDefault() as Collision_BoundingCircle).Radius; float attackRadius = (rad + theirRad) * .92f; if (Vector2.DistanceSquared(target.GroundPos, this.GroundPos) > attackRadius * attackRadius) { Personality.Update(); } } }
protected override void updateMovement() { Personality.Update(); }