// Update is called once per frame
    void Update()
    {
        _timer.IncrementTimer(Time.deltaTime);

        if (_timer.CheckTimer())
        {
            UnstickBall();

            _timer.ResetTimer();
        }
    }
Exemple #2
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    // Update is called once per frame
    public void FixedUpdate()
    {
        Rigidbody2D alienrb          = alien.GetComponent <Rigidbody2D>();
        var         relativePosition = GetPlayersRelativeXPostion(alienrb);

        Debug.Log(IsRunningAway);
        var beingChased = CheckIfPlayerChasingCat(relativePosition, _lastPlayerPostion);

        if (beingChased)
        {
            StartRunningAway();
        }

        if (IsRunningAway)
        {
            if (CheckIfFarEnoughAway(relativePosition))
            {
                IsRunningAway = false;
                SetCatIdle(true);
            }
            else
            {
                if (IsOnFloor && rb.velocity.y == 0)
                {
                    RunAwayFromPlayer(relativePosition);
                }
            }
        }
        else if (IsIdle)
        {
            if (_idleTimer.CheckTimer())
            {
                SetCatIdle(false);
            }

            _idleTimer.IncrementTimer(Time.deltaTime);
        }
        else
        {
            if (Math.Abs(relativePosition) < spookDistance)
            {
                //cat prepares to pounce, is very slow
                _catSpeed = prowlingSpeed;
            }
            else if (Math.Abs(relativePosition) > spookDistance)
            {
                //cat is prowling normally
                _catSpeed = walkingSpeed;
            }


            if (Math.Abs(relativePosition) > pounceDistance)
            {
                HasPounced = false;
                MoveTowardsPlayer(relativePosition);
            }
            else if (!HasPounced)
            {
                if (!IsPreparing)
                {
                    PrepareToPounce();
                }
                else
                {
                    if (_prepareTimer.CheckTimer())
                    {
                        IsPreparing = false;
                        Pounce(relativePosition);
                        StartRunningAway();
                    }
                    else
                    {
                        _prepareTimer.IncrementTimer(Time.deltaTime);
                    }
                }
            }
        }

        anim.SetBool("IsMoving", !IsIdle && !IsRunningAway && !IsPreparing);
        _lastPlayerPostion = relativePosition;
    }