public void MakeFriend() { gameObject.layer = 12; GetComponentInChildren <SpriteRenderer>().gameObject.layer = 12; state = StateOfEnemy.Friend; FindHome(); }
public void MakeFriend() { gameObject.layer = 12; state = StateOfEnemy.Friend; GetComponent <SphereCollider>().enabled = false; FindHome(); }
private void Chase(Transform target) { state = StateOfEnemy.Chase; currentTarget = target; transform.LookAt(currentTarget); animator.SetBool("Move", true); }
public void StopChase() { if (state != StateOfEnemy.Friend) { state = StateOfEnemy.Patrol; GotoNextPoint(); } }
private void Patrol() { currentTarget = pointsToPatrol[indexOfPatroling]; transform.LookAt(currentTarget); state = StateOfEnemy.Patrol; indexOfPatroling = 0; animator.SetBool("Move", true); }
public void FindHome() { state = StateOfEnemy.Friend; GameObject go = new GameObject(); currentTarget = go.transform; pointsToGoHome = new Vector3[2]; pointsToGoHome[0] = transform.position + (Vector3.up * 50); var wt = GameObject.FindGameObjectWithTag("ReturnSpawnPoint"); pointsToGoHome[1] = wt.transform.position + new Vector3(5 + Random.value * 10, 0, 5 + Random.value * 10); currentTarget.position = pointsToGoHome[0]; }
private void FindnextHomeTarget() { if (IsDistanceToTargetIfEnoughOld()) { if (indexOfGoingHome == 0) { indexOfGoingHome++; currentTarget.position = pointsToGoHome[indexOfGoingHome]; FindObjectOfType <WorldcolourController>().RemoveMeFromList(gameObject); } else { state = StateOfEnemy.Friend; } } }
public void Chase(GameObject obj) { targetToChase = obj; agent.autoBraking = true; state = StateOfEnemy.Chase; }
public void Chase() { showWarFace = true; animator.SetTrigger("froggyFullFrontalAllOutAttack"); state = StateOfEnemy.Chase; }
public void MakeFriend() { gameObject.layer = 12; state = StateOfEnemy.Friend; FindHome(); }
public void resumePatrol() { state = StateOfEnemy.Patrol; }
public void Chase() { state = StateOfEnemy.Chase; }